Afterverse - SciFi Role Playing

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The document provides an overview of the Afterverse roleplaying game system, including character creation, skills, space travel, and combat mechanics.

The book describes a hard science fiction roleplaying game set across different eras, focusing on generational stories within a canon universe.

Character creation aspects covered include choosing a culture, species, attributes, skills, motivations, qualities, and starting equipment.

Scifi role playing game

CREATED BY RAY NOTHNAGEL


Afterverse
Copyright © Ray Nothnagel and Afterverse Inc, 2019 First Edition: June 2019
All rights reserved.

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.

Cover Illustration by Federico Guillen


www.guillendesigns.com
For other art credits, see page 360.

Graphic Design and Layout by Amanda Morante Wolin


www.amandamorante.com

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.

Warp Bridge Networks


Faster-than-light travel is a pipe dream, with one exception:
wormholes. In particular, there exists a type of wormhole
known as a Warp Bridge. A given warp bridge connects
two (and only two) points in space, and it requires special
technology to use without being summarily crushed by
the singularity in the center. A network of warp bridges
has been found and charted largely during the Expansion
Era (among other times). No one knows who built this
network or where they went, but as the network is studied,
it becomes evident that it was built for a purpose.
The technology required to utilize these Warp Bridges
is known as a Junardm — another relic of a lost civiliza-
tion. For the duration of this history, Bactarans are the
sole suppliers of Junardms (it is later learned that they
discovered an ancient Junardm fabrication device).

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

Taking your Time


If a character has the time, he can mitigate some risk. The
character can double the amount of time a test takes to
reduce the Glitch Risk by 1. This may be done multiple times,
with the test taking exponentially longer each time, until
the GR has been reduced to 0.

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)

(More information on how Cultures work in game is Bactaran


available in the One Among the Crowd chapter on page Bactarans are best known for their tendency to drive a
108; lists of available Cultures are in each Era in its wedge between their enemies and pick up the pieces.
History section.) Larger and faster than most Humans, Bactarans are
Every character must have a Culture. This can be either the a formidable enemy in combat, but one that can be
Culture in which he grows up, or he may choose to renounce outwitted. (see page 211)
that Culture later for a different one. There are many times
Voran
where different Cultures will interact and live in the same
Vorans are insectoid aliens with four sexes and a strong
place at the same time—for example, Collaborators and
hive mentality, tending to assume (often to a fault) that the
Equator Slaves in the Occupation Era. Different Cultures
cooperative solution is the best one. Vorans communicate
interact with each other in many ways. Most of the time,
visually using patterns on their claws. (see page 216)
Cultures have a mutual distrust and/or dislike of each other.
Cultures don’t cost any XP directly, but any requisite aspects Guigu
of that Culture (Qualities, Skills, etc.) must be bought with The diminutive, convivial Guigu are from a world with long
XP as normal, and the Culture’s listed Motivations must be winters and an unusual magnetic field. Their fledgling
taken, using Motivation points. While Motivations usually space program is notable for accessing space with
incur a Base Cost to take the first level, the levels required unusually primitive technology. They have limited ability
by the Culture do not incur this Base Cost unless the player to maneuver in space thanks to their special Attribute, MAG.
chooses to raise the level of that Motivation beyond what is (see page 225)
required. If a Culture has listed aspects of a character which
are recommended but not required (for example, “many Symtraya
citizens know…”), then it is not considered a part of the The usual Symtraya are a species of large, spacefaring
requirements. aliens. Roughly the size of the Space Shuttle, the Symtraya
fly back and forth between the planet they share with the
The primary direct benefit that a Culture provides is via Guigu, and its moon, where they harvest a number of vital
its tech levels; more advanced gear is available in some minerals. Like the Guigu, the Symtraya navigate in space
Cultures than others. By and large, the higher the available using their special Attribute, MAG. (see page 229)
Tech Levels, the more Skills will be required by that Culture
to balance it (and the Skills may not always be relevant to a
given character). No Culture has requirements that cannot
be met with the amount of XP available at puberty, and
characters below the age of puberty are not playable.

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

BOD while A is smaller and other letters are larger.


WIL

MO
SE

Base:
BA

DS
GRV TMP 3

AG
T

The chosen value before any modifications,


IN
MODS

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

RAD ATM Modifiers from qualities, cybernetics, etc


S

BAS
D
MO

BEA

E
MAN 6 (Main):
E

RA The final calculated value of the attribute


C
RA

CE

M
E

Gravity, Temperature, Radiation,


S OD
BA S
7
DS
MO SE
BA
Atmospheric Pressure
RAC
The minimum and maximum survivable levels for
E
RAC E
BASE MODS

each environmental attribute (inclusive).

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:

8 MOTIVATIONS: CAMPAIGN: BIO 12

CHUTZPAH B. CLASS SPECIES:

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

MFR MED CPU WEP PWR PRP PHY

FAMILY
INCOME PRICE
NOTES

WORLD
11 SKILLS
PRIMARY SKILL
QUALITIES NOTES XP
15

SECONDARY SKILLS MINOR SKILLS


COMBAT INFO
MAIN WEAPON: 16

DESIGN: DV: BRACING: RECOIL:

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.

Create Your Interests Social Attributes


(For more information on the usage of Interests in Charisma (CHA)
gameplay, see the Skills chapter on page 30)
Charisma is the general likeability of your character. A
Interests can be thought of as being somewhere in character with high CHA is generally well-liked and is likely
between Motivations and Skills. Interests are not listed to have many friends; a low-charisma character will be
anywhere—you make them up. Interests are more specific seen as unlikeable and looked down on. Charisma also
selections of what makes your character excited and are determines how well you fit in to various social circles and
sometimes a branch off of one or more of his Motivations. how well the rules of etiquette are deduced and followed.
Your character might have the Environmentalist Motivation
and then take an interest in Forests. Other Interests need Manipulation (MAN)
not be connected to Motivations at all; an interest in Late Manipulation is the ability to discern and exploit the
20th Century Trivia, for example, does not need to link to a Motivations of others. Negotiation, deception, seduction
Motivation. and trickery are all based on this Attribute.

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 reward for an Arc goal is 20 XP.


Although many of the listed Motivations are the same
as team roles or jobs, one does not need to take that
Motivations Basics Motivation to perform the job; she simply doesn’t gain XP
for doing that job well.
Motivations are the things that drive your character
forward. Her life goals, impulses, and desires all qualify When a goal is fulfilled, the Base XP for that scale of goal is
as Motivations. Anytime you successfully complete a task multiplied by the number of levels the character has in that
related to one of your Motivations, you earn XP that may Motivation. For example, if a Level 3 Environmentalist saves
be spent improving your character. This XP is added to a community of animals from hunters (a Session goal), then
both your XP Bank and your Earned XP. When you spend she will gain (3 × 5 = ) 15 XP.
your XP improving your character, you subtract it from your During character creation, each level in a Motivation costs 1
XP Bank. Your Earned XP is a permanent record of your Motivation Point (the number of points you have available
character’s advancement and comes into play when dealing is determined by your character’s age; see page 18). If a
with XP inheritance in generational stories. Motivation has a Base Cost, the first level of the Motivation
XP may come at any point in a mission, not just the end. the player chooses to take costs that many points instead
If a small task related to a Motivation is completed in the of 1. In the case of culturally required Motivations, you only
middle of a mission, XP is received immediately. Players need to pay the base cost when you upgrade beyond what
should not expect the GM to know every player character’s the Culture requires.
Motivation list by heart; if you believe you should be
awarded XP based on one of your Motivations for a particu- Interests
lar action, ask your GM if you may take it. Interests may be thought of as somewhere between Skills
Some Motivations will give a character XP frequently, but and Motivations. Interests can be rolled as a knowledge
in small amounts; others tend to only have major goals. For check by adding their value to INT or PER as if they were
example, the Manipulator Motivation will probably never a Skill; the GM determines the threshold (based on
have any Arc goals fulfilled but is likely have multiple Scene the obscurity of the information desired), and if the
goals every single mission or adventure. player succeeds in the test, the character is aware of that
information and gains 1 XP. Unlike Motivations, any given
Every fulfilled goal earns XP for a character with the interest may only earn XP once per session and cannot be
appropriate Motivation. Goals come in three main sizes: multiplied for Session or Arc goals.
Scene, Session, and Arc. If the GM believes that a particular
accomplishment is worth something in between the goal
Cultural Motivations
levels, he is free to reward an intermediate amount of XP.
Most Cultures have an expectation of behaviors. In most
More commonly, he will just award the standard amounts.
cases, this involves protecting your family, looking out
Scene goals: Fleeting moments of success; the sorts of for your friends, seeking romance, and so on. People who
successes you might attain anywhere between 1 and 5 times do not seek these things are often thought of as either
in a given game session. The base XP reward for a Scene immoral or at least deviant. These expectations are
goal is 1 XP. known as Cultural Motivations. Any character from such
a Culture must take these Motivations (unless she takes
Session goals: The sort of task you might accomplish after
the “Counterculture” Quality or one of the other related
working for most of a game session, or if the objective
Qualities), and they count against your Motivation point
involved a series of smaller jobs across several game
total. If a cultural Motivation has a Base Cost, ignore that
sessions. The base XP reward for a Session goal is 5 XP.
Base Cost unless you choose to take additional level of the
Arc goals: Adventure-long, serious life-altering missions. Motivation above what that Culture requires.
These goals will take a lot of effort across multiple game
Generally, if a member of a Culture is dealing with someone
sessions and if using time skips, possibly across many years.
that he knows does not share these Motivations, he will
If Motivations are shared by a character’s descendants,
judge the other person negatively, putting her at a -2 dice
it is easy to imagine a scenario where they even span
pool modifier for all social tests. This modifier is multiplied
generations. Should a goal of such a grand scale be
if his Culture has the Cultural Motivation in question at a
accomplished, the GM may feel free to improvise a higher
higher level. This only applies if he knows about it; unless

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.

Agent of Chaos (base cost: 2)


This character finds reward in throwing a monkey wrench
into any plan. Chaos is a tool to be exploited, or a means to Broken Will
reshuffle the deck to ensure a perverse kind of fairness, or
maybe it’s just fun. Broken Will
Gamemasters may wish to disallow this Motivation, as its This character has little will of their own; they are being
existence can be disruptive to any party. forced to serve someone else. This Motivation is mutually
exclusive with the Achievement Motivation; their will is not
their own, thus setting their own goals and being self-ac-
Artist
tualized is not within their abilities. (Broken Will does not
An artist of any medium — be it written word, visual,
necessarily mean only following orders; if the character
performing, or musical — seeks to create new and
takes initiative to help their master, they may still gain
innovative expressions, to put them to canvas (or paper,
XP for it.)
digital recording, or hard drive), and to have an audience
appreciate it. Artists may use their experiences as inspira-
tion, and receive XP for it. Daredevil
This character is all about taking risks. Anytime the
stakes of failure include injury or death, this Motivation
Attachments (base cost: 2)
is triggered. The daredevil is likely to lean towards speed
Most of us would go the extra mile for a friend, family
racing, getting into fights they really shouldn’t, and has a
member, or romantic partner, and characters receive XP for
tendency to go off half-cocked because that’s just the way
doing so. Helping a friend in need, rescuing a loved one, or
they like it.
settling disputes between friends all contribute XP with
this Motivation. Notably, this Motivation is only in play
when the character has no selfish motives to be served by
helping the friend.

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

This Motivation is triggered by any romantic encounter


your character has. Players are encouraged at character
creation to decide not only what interests their character
(gender, “type”, etc), but also what kind of relationship the
character primarily seeks, be it one-night stands, long-term
relationships, or anything in between. Deeper relationships
take more time to build, but reward more XP. Note that
this Motivation only applies to actions which specifically
intend to build the relationship; actions which simply help
the romantic partner in some way are more appropriately
covered by the Attachments Motivation.
Romance has options within it — heterosexual, homosex-
ual, and pansexual are the most common, though other
orientations exist. The orientation should be chosen
along with the Motivation. Being attracted to members of
another species is rare; casual sexual relationships between
different species will not satisfy this Motivation. Long-term
emotionally-based relationships between species satisfy
this Motivation at one level lower than they otherwise
would. The Xenophilia Quality negates both of these
penalties if it applies.

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.

Up to Age Skill Cap Colloquialism


Skills and Specializations Professional 6 Beginner
There are 14 Skills, each with many available Specializations. Middle 8 Pro
Upgrading a Skill to the next level costs 20 XP, and must
Old 10 Expert
be done one level at a time. Under each Skill, you may
take Specializations at a cost of 10 XP per Specialization at ∞ 12 Veteran
character creation. Most Specializations have a “Requisite”
level—that is, they require a particular level of their The Prodigy Quality can be used to increase this by 2 levels
Skill before the Specialization can be taken. However, at each age range.
Specializations themselves do not have a level—you have
it or you don’t. Certain Specializations have prerequisites, Skill Training Times
requiring other Specializations before they can be learned;
for example, First Aid is required before your character can To upgrade a Skill after character creation, a character has
learn Field Medic. If you find yourself needing to save space to spend time training the Skill. Training time is tracked
on your character sheet, you may choose to skip writing via Progress Points. Level 1 requires just 1 Progress Point to
down the prerequisite Specialization; If your character achieve, and each level thereafter doubles the cost—Level
knows Field Medic, it can be assumed they know First Aid. 2 requires 2 PP, Level 3 requires 4 PP, and so on. Practicing
the Skill on his own for one day earns the character 1
Some Specializations have a minimum required Tech Level
Progress Point.
in a particular field, which is listed with the description in
this chapter. A character cannot learn that Specialization if The XP to upgrade is spent at the beginning of the
their culture does not have the required TL; any attempt to process; if the learning process is expected to take longer
perform a task involving that Skill will be at a -3 dice pool than a single session, the player should keep track of
penalty and a +2 GR. his character’s progress in the “Progress” section of his
character sheet.
Learning From Failure The number of Progress Points a Specializaton takes to
Specializations cost a lot of XP at character creation relative learn is equal to the total amount of XP that Specialization
to their usefulness, but there is another way to learn requires based on its prerequisites; this is true even if the
Specializations. When a character attempts an action that character has already previously acquired the lower-level
would have benefited from a Specialization the character Specialization.
does not have and fails the roll, the player has the option
of immediately learning the applicable Specialization by
spending XP in the amount of the Specialization’s requisite
level (instead of the normal 10 XP). This Specialization will
not apply to the failed test, but will apply to all future tests.

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.

Photography: (requires CPU TL 2) Capturing still images


from the real world. Art 5
Musical Composition: (upgrades from Audio) Creating
Makeup/Costuming: Altering someone’s appearance music to move people and stir emotion.
through adornments.

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.

Swimming: (upgrades from Breathing Techniques)


Swimming gracefully and quickly. Computer
A wide variety of Specializations regarding the use, misuse,
Null Gravity Maneuvering: (upgrades from Jumping; and abuse of computers, including searching for and
requires PRP TL 4) The act of moving without gravity is not interpreting data from network sources. See page 94 for
one that comes naturally to most species-it involves a lot of more detailed rules on using this Skill.
managing inertia and spin, for example. This does not apply
if the person is attached to a floor like surface (say, with
gravity boots) even if there is no gravity per se; but if that
Computer 1
person deactivates the boots and pushes off the surface, Communications: (requires CPU TL 2) Establishing and
this is the Specialization that would be used to determine using a link with another party who is trying to convey
the accuracy of the “jump”. information.
Data Search: (requires CPU TL 4) Sifting through data on a
Athletics 3 computer system or network.
Gymnastics: (upgrades from Jumping) Performing intricate,
often showy physical maneuvers. Computer 2
Diving: (upgrades from Swimming) Used to mitigate Programming: (requires CPU TL 3) Writing code to
damage when falling from height into water. automate tasks and run applications. Used to create
Digital Macros unless using a Technoshaman interface or a
Parachuting: (upgrades from Jumping) Using a parachute, Virtual Assistant; also used to create Virtual Assistants (see
wings, or a similar personal apparatus to float or glide to page 101).
the ground without damage.
Application Command: (requires CPU TL 6) Giving
commands to software (primarily Virtual Assistants, or
Athletics 4 Technoshamanic Spirits) in such a way that the software
will successfully execute the desired task, without getting
stuck on an unforeseen obstacle or tripped up on grammar.
Hardware: (requires CPU TL 2) Piecing together electronic
parts to form a specific function.
Data Analysis: (upgrades from Data Search; requires CPU TL
4) Finding meaningful patterns in large quantities of data.

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

Spacecraft Mechanic: (upgrades from EVA Crafting;


requires PRP TL 5) Building and repairing essential systems
on vessels which fly in vacuum.
Missile Crafting: (upgrades from Demolitions; requires
WEP TL 6) Creating or repairing weapons with onboard Religion
propulsion and sometimes guidance systems.
Religion: (upgrades from Cultural Studies) Understanding
the concepts behind various faiths, and distinguishing
Crafting 6 between different kinds of belief.
Nanocrafting: (requires MFR TL 7) Designing, repairing, and
Courtship (Per Culture): (upgrades from Recreation
creating molecular-scale objects and metamaterials.
(Per Culture)) Understanding the rituals and practices of
System Optimization: (requires PWR TL 6) Determining acquiring a mate or romantic partner in a given culture.
how to get the most out of systems, improve their power This can be rolled to assist any social test that is being
without damaging them, and make them do things they affected by the BEA attribute, as long as the subject is of a
were never designed to do. culture for which this Specialization is known.

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.

Medicine 4 (Exotic Weapon): Using a melee weapon which does not


fall into any category of weapon otherwise listed. The
Xenomedicine (Per Kingdom): (upgrades from Veterinary)
weapon type is chosen when the Specialization is learned.
Negates the penalty for treating patients who belong to the
given Kingdom.
Melee 2
Genetics: (upgrades from Med Tech) An understanding
Grappling: (upgrades from Brawling) Used for the Grapple
of the genetic code, including its effect on lineage and
action to attempt to disable an opponent at melee range.
inheritance.
Small Handheld: (upgrades from Striking) Using small
Pathology: (upgrades from Diagnosis) This upgrade to
melee weapons to attack, including knives and dirks, as
Diagnosis allows the healer to specify which infectious
well as small blunt weapons and clubs.
disease is in play and determine a specific course of
treatment for it. Long Blade: Using swords and other bladed weapons larger
than a knife to attack.
Medicine 5 Mass Weapons: Using a melee weapon which relies on
Cryonics: An understanding of freezing living tissue for cold heavy mass at the end of a long handle, including axes,
storage, and most critically, of reviving patients who have hammers, and maces.
been so frozen.
Staves: Wielding any long stick-like weapon, either side of
Genetic Engineering: (upgrades from Genetics) The ability which may be used to attack.
to manipulate genes to achieve a desired effect, or to apply
gene therapy treatments. Melee 3
Throwing: (upgrades from Grappling) Throwing an
Medicine 6 opponent who has been grappled.
Surgery: Cutting and entering the patient’s body to heal
serious internal damage.
Neuroscience: (upgrades from Psychiatry) Understanding
processes and signals in the brain, and manipulating them
appropriately.

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 4 Ranged Combat 3


Docking: (upgrades from Deep Space Maneuvering;
requires PRP TL 4) Docking a spacecraft in zero gravity.
Rotorcraft: (requires PRP TL 3) Controlling aircraft designed
around vertical takeoff and landing.
Antigravity Vehicle: (upgrades from Hovercraft; requires
PRP TL 7) Controlling vehicles that can ignore the influence
of gravity.
(Exotic Vehicle): Controlling any vehicle that does not fit
into any other Pilot Specialization. The vehicle is chosen
when the Specialization is learned.

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.

Ranged Combat 1 Ranged Combat 4


Field Stripping: Performing basic regular maintenance on Running Fire: (upgrades from Pistols) Firing while running
ranged weapons. without taking a penalty for doing so.
Longarms: Firing single-shot or semiautomatic Indirect Fire: (upgrades from Gunnery) Using weapons
two-handed firearms. which can fire at targets which cannot be directly seen via
Energy Weapons: Firing ranged weapons which use energy line-of-sight, by calculating angles and ballistic trajectories.
as their source of damage rather than a projectile. Includes weapons like mortars and grenade launchers.

(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.

Civil Engineering: Understanding and designing public


structures-especially useful for exploiting them.
Mathematics: Adding, subtracting, statistics-mostly, this is
a fundamental language useful for other Specializations.

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

Aeronautics: (upgrades from Physics; requires PRP TL 4)


Navigating through the atmosphere of a planet.

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 GM simply declares at some point that it is time for the


mothership to refuel. On the other hand, if the party is in
Space control of the mothership and fueling many transports, it
may be worthwhile to calculate the fuel being used to refill
Space travel is a major aspect of Afterverse in most eras. those tanks.
Traveling through the universe is a normal part of life
after first contact, and conflicts are likely to arise during Mass Ratio
space travel. The Mass Ratio is an approximation of the ratio of the mass
of a larger ship to that of a smaller ship. This is useful for
Basics of Space Travel refueling and pushing/towing calculations. It is determined
by the difference between the BOD ratings of the two craft
“What goes up must come down,” is true for most things, within the same Size Class. If the two objects are 1 Size
and the only way to bypass that truth is speed—orbiting a Class apart, the Mass Ratio is multiplied by 100; 2 size
celestial body is the art of falling towards the ground and classes apart, 10,000; and so on.
missing. Thus, the most fundamental aspect of space travel
in Afterverse is that it is more about speed than location. As
Difference Mass Ratio
such, the amount of fuel any given craft has is not listed in
mass, volume, or distance, but in acceleration—the change 0-1 1
in velocity, or delta-V (ΔV). Delta-V is a good, relatively 2-3 2
predictable measure of where exactly your vessel is capable 4-5 5
of going, and how fast. Different engines may have wildly
6+ 10
different amounts of ΔV available for the same amount of
fuel mass.
So, for example, the mass ratio between a C4 and a C8
vessel, a difference of 4 BOD, will be a ratio of 5. Comparing
Delta-V and Fuel a C4 and a D4 vessel, the ratio will be 100. Comparing a C4
The ΔV available to a particular vessel does not represent and a D10 vessel, the ratio will be (100 × 10), or 100 for the
a specific amount of fuel so much as a specific amount of class difference times 10 for the numerical difference—the
acceleration. It is listed this way due to the rocket equation: D10 vessel is 1,000 times as massive as the C4 vessel. If
fuel must push all the remaining fuel as well as the craft the numerical difference opposes the class difference—a
itself. The first liter of fuel must accelerate the ship plus higher letter coupled with a lower number, or vice versa—
the other 99 liters of fuel, while the last liter of fuel needs divide the numbers instead. A D6 vessel compared to a C10
to only push the ship, and as a result, the last liter is “worth” vessel will have a mass ratio of (100 / 5), or 20.
more ΔV than the first. In Afterverse, the exact volume of
fuel in the craft is ignored in favor of a simple, flat ΔV value. Advance Crews
A note on realism: For convenience and clarity, this book
treats ΔV as a unit in the text. However, ΔV is more properly a
concept, and the units being used are meters per second. The
book might say you’ve used “4,000 ΔV”, while it would be
more correct to say you have used “4,000 meters per second
worth of delta-V.”
Craft that share the same type of engine may share fuel.
Most commonly, this takes the form of a mothership
refueling its smaller attachés. When refueling, the Mass
Ratio of the two ships is used as a multiplier; every 1 ΔV
from the larger ship is worth (RATIO) ΔV from the smaller
one. It is up to your gaming group how strictly to track
and adhere to fuel consumption. Generally, fuel is only
explicitly tracked on vessels that are controlled by the
players, and only loosely tracked for other vessels. In other
words, if your party refuels their small transport from a
mothership, the transport’s tank is simply full, and the Advance Crew

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.

Solid Rocket Motors


Liquid Chemical Engines Though using the same basic chemistry as liquid engines,
solid rocket motors use solid fuel and require less complex,
heavy, and expensive hardware compared to liquid-fueled
engines. This comes at a cost of versatility: it is fundamen-
tally impossible to throttle down or disengage a SRM after
it has been lit. Thus, this kind of propulsion is only used in
launch boosters. It falls out of style during the early 21st
century as liquid-fueled boosters become able to land
themselves propulsively and fly again, rendering the cost
advantages of the SRM obsolete.

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.)

Nuclear Pulse Engines


The nuclear pulse engine is surprisingly simple, but
provides incredible thrust at high efficiency. The ship
has a massive push plate on the back with a small hole. A
nuclear bomb is released through the hole, and detonates
a calculated distance away from the plate. The force of the
Engine
nuclear explosion propels the ship forward, and the pusher

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.

Ion Engines Orbital Sensors


These low-powered, hyper-efficient engines rely on a “Sensors” is simply a collective word for telescopes, radio
process where the reaction mass is electrified and run dishes, and specialized equipment used to gain informa-
through an electric field. The magnetic repulsion of the tion at long range. All sensors used in space operate on
molecules sends them off at high speed and pushes the one of three mediums: electromagnetic radiation, gravity
craft gently in the other direction. Ion engines have high detection, or particle detection. If on the surface or in
power requirements, so until the advent of nuclear fusion, atmosphere, vibration is also available as a medium.
are generally only useful near stars with solar panels.

Electromagnetic Radiation Sensors


Fusion-Ion Engines Electromagnetic radiation consists of a wide variety of
Quite simply, a fusion-ion engine is nothing more than emissions that behave the same way. It travels at the
an ion engine powered by an onboard fusion reactor. The speed of light, and is generally blocked by solid objects
combination of high-efficiency engines with a portable, (e.g. planets and moons). When emitted naturally, the
powerful energy source is a potent one, and these engines quantity of light falls off quickly over distance, as it spreads
become standard issue across many fleets. The first over a wider area with every meter further from the source.
fusion-ion engines do not have as much thrust as chemical All kinds of EM radiation may instead be emitted as a laser,
engines, but advances in the technology increase their a collective beam of light which retains its strength over
power output without sacrificing efficiency, and chemical longer distances.
engines are soon obsolete.

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.)

A warp bridge is a paired miniature singularity (another Stabilizers


term for black hole) that connects to a wormhole bridging More than merely stabilizers, the orbiting objects seem to
two points in space. It is generally believed that they were protect the warp bridges. There is an upper limit of about
artificially created. The endpoints of the bridge orbit 30,000 metric tons (roughly equivalent to three class D10
around planets or suns just like any other celestial body. vessels) that is “permitted” to pass through the bridge at
Their mass is comparable to that of small moons. any given time; any time more mass is on course to enter
Warp bridges cannot be traversed without specialized the singularity, the stabilizers project powerful forces to
equipment, a system known as a Junardm. The Bactarans move some or all of the mass off course, often vaporizing
have the only known source of Junardms in the Orion Arm, the mass in the process. It is theorized that too much mass
and they keep it a closely guarded secret. Without this passing through the bridge at once could destabilize the
device, no matter actually goes across the bridge, instead bridge, and this behavior prevents that.
simply getting sucked into the singularity. No radio or In 2108, the Sirius-Mintaka warp bridge was destroyed
communication signals cross the bridge. Communication when two armadas—each just below the mass threshold
is only possible by sending a courier vessel through. This on their own—entered the bridge simultaneously from
makes bridge travel inherently dangerous, as it is virtually opposite ends. Both armadas were annihilated, absorbed
impossible to either detect or avoid an ambush if there is into the singularity as if they never existed at all. The
one waiting for you on the other side. instant this happened, a surge of increased gravity altered
the orbits of every body in both systems, giving observers
on both ends the first sign that something was wrong. This

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 much higher IP cost than the first Action).


After this, the character with the next highest Initiative
Bank takes his turn in the same way, and so on down the list.
Combat Overview Characters with no IP remaining may perform Free Actions,
including Walk Actions. When the last character has acted,
Combat in Afterverse is based on a cycle of turns, each of the combat round has ended. All Initiative Banks are at this
which is executed by expending points from the Initiative point capped to the character’s INT; this is the only amount
Bank. Each character’s Initiative Bank is crucial, as it which you may carry over between rounds. When Initiative
determines who goes in what order, what (and how many) is rolled at the start of the next round, the hits will be
actions they have available, and how well targets dodge added to the bank.
when attacked.
A player is not required to take any actions on his turn, and
may choose not to act when it comes up. If so, he does not
A Note on Banks get another chance to act this turn. This may be beneficial
There are many banks involved in combat, each with its own if he wishes to take a more Complex Action in a later
significance. In addition to the Initiative Bank, characters round, if he wants to be able to Interrupt, or if he expects
have Damage Banks (Stun, Physical, and sometimes to be attacked and wants to Dodge with more accuracy.
Bleeding Out), and some Skills and Actions create their Alternately, the character may on his turn spend 2 IP to
own temporary banks. Vehicles (including spaceships) have choose a new, lower Initiative score on which to act instead,
many banks, one each representing damage to their various timing his turn based on his teammates’ or enemies’
systems, in addition to a Heat Bank. The team leader also IP scores.
keeps track of the Team Bank, which is added to individuals’
Initiative Banks. Keeping track of these banks efficiently
is the key to making sure combat proceeds smoothly. (See Surprise and Ambush Tests
the “Upping Your Game” chapter on page 122 for tips on If one team knows an opposing team is on their way, they
handling this.) may attempt to take them by surprise. If a character is
able to prepare and act before the targeted team knows
he is there, then his Initiative Bank begins at INT before
The Combat Round his first Initiative roll (as if carrying over Initiative from
previous rounds). Each character on the ambushing team
A combat round starts by rolling initiative, which is REA +
should roll AGI + STEALTH (HIDING) and bank their hits into
PER + INITIATIVE MODIFIERS. The result of the Initiative roll is
Stealth Banks.
banked and added to any existing value in the IP (Initiative
Point) Bank. Characters may carry over up to INT IP between In addition, the ambushing team’s leader may make one
rounds. After Initiative is rolled, each character takes a turn, MAN + INFLUENCE (LEADERSHIP) roll, and may additionally
starting with the highest INITIATIVE BANK + TEAM BANK (the make any Tactics Skill rolls that apply to the situation, such
Team Bank is described in detail later, but until you have as Terrain Utilization if the ambusher has the high ground.
one, this value is zero). At this point, there are many effects The hits for all of these rolls contribute to the ambushing
that take place when Initiative is rolled; if there are any team’s initial Team Bank. As a rule of thumb, implementing
effects already in play, resolve them now. each Tactics or Leadership test should take about one
minute of preparation. The GM should limit the number
On their turn, the player declares their Action , choosing
of these rolls based on the amount of time the ambushers
from the list of possible combat actions. (As in most
have to prepare, and should require the party to set
roleplaying games, this list is not entirely exhaustive, and
themselves up properly for this tactic.
the GM should improvise rules for any actions players wish
to take that are not on this list.) The player should wait a Upon approaching the ambush, the targeted character or
moment to give other players (or the GM) an opportunity team should make an automatic PER + TACTICS test with
to Interrupt , and then allow any characters being attacked any one Tactics Specialization used by the ambushing team
the opportunity to Dodge. The player and GM then resolve (if none, use Tactics with no Specialization bonus), or any
the Action by rolling any dice the Action calls for and other appropriate Skill (such as RANGED COMBAT (SNIPER),
determining the result of the Action according to the rules for example). If any player’s Perception Test meets or
of the relevant Action or Skill. The character subtracts the exceeds the Stealth Bank of any member of the ambushing
IP cost of the Action from their Initiative Bank or the Team team, then they have spotted that character and have the
Bank. The character may at this point Blitz additional option of backing out of the situation entirely.

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).

The Strategy Specialization of the Tactics Skill is special.


The strategist can roll MAN + TACTICS (STRATEGY) at any time, Team Bank Erosion
with a threshold equal to the current Team Bank. If the roll As time goes on, the Team Bank will erode. For large teams,
succeeds, then all the Tactic Specializations are unlocked this means the Team Leader will generally need to spend
and can be used again. This Action represents a shift in much more time replenishing the bank. After each team
strategy on the battlefield, allowing for Tactics to be reused. member acts, remove one hit from the Team Bank (if any
Note that, even if the strategist does not have the Strategy hits remain there). A player may avoid reducing the Team
Specialization, he may default on this roll, which can be Bank by ignoring the Initiative bonus.
useful when the Team Bank is completely depleted.
The actions of other members of the team may add to the Spending the Team Bank
Team Bank. Spontaneous acts of teamwork and selflessness The Team Bank may be drawn upon by any character under
may be rewarded with one point given to the Team Bank the leadership (including friendly NPCs) to perform actions,
by the GM. as if it were a part of their own Initiative Bank. When
determining the play order of characters or Initiative values
The Team Bank may also be reduced. If an ally is incapac- for Interrupt Actions, the Team Bank also adds its value to
itated (knocked unconscious, captured, etc.), the Team the effective Initiative Banks of all the team members.
Bank loses 2 points. If an ally is slain (or appears to have
been), the Team Bank loses 4 points. (If the ally who was If the Team Bank is reduced below zero by enemy Wedge
incapacitated or killed is the team leader, then the Team Actions or by modifiers, this becomes a negative dice pool
Bank is eliminated completely. Another character may modifier for anyone who continues to act towards the
roll a new Leadership test to refill the Team Bank.) If the team’s goal. Many teams (especially NPC teams) have a
team’s original goal appears to have become impossible, tendency to break apart and flee once this puts them at a
the Team Bank loses 3 points. If the opposing team is able disadvantage. Teammates who flee, surrender, or otherwise
to communicate with the team, they may try to reduce abandon their team’s goal will no longer suffer from
the team’s trust in each other. The defending team can this penalty.
use the Wedge action, rolling MAN + INFLUENCE (WEDGE)
and reducing the Team Bank by the number of hits. (In
any case, the GM should encourage the players to roleplay

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 P Physical Take A Physical


Damage. Damage. Take E Stun damage.
Effect

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

damage values are reduce armor by E ÷ 2


unresisted by armor. by A ÷ 2

For slicing weapons:


Damage from Ignition; take H/2
Dismemberment.
Convert I to Damage repeats crystallization and/or Character takes 1 damage each Take E Physical
Critical

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

Physical Take H Heat Damage well as E / 2 damage


subsequent damage damage Permanently reduce Damage Damage
damage to randomly chosen
values are unresisted armor by A ÷ 2
system
by armor. Treat as Heat
Damage
Ignition; take H/2
Damage repeats
Critical

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

If overflowing, Take A damage to Take R damage to Take H damage to


Crew recieves Structural Integrity from Heat Track, system; Crew well as E ÷ 2 damage
overflow to Armor Crew Heat Sink system
I ÷ 2 impact system converting them to receives X to randomly chosen
Vehicle Damage

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

Targeted system Random system Lose parts of the


Double I at the end of the Double F crew who work on it Double H shutdown until end of
destroyed destroyed vehicle
combat turn until it is sanitized combat turn
will recieve R
radiation damage

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:

Using Medical Equipment Addiction Allergy Amputee


Equipment may assist in these tests in two ways. (painkillers)

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

74 Guns and Ships


particular movement, including changing Ranges or even In addition, the target may not take advantage of the
ramming a different ship. The opposing Captain or Sensor Defensive Roll Bank to soak damage.
Operator rolls PER + TACTICS (HERDING) + MODIFIER to detect
Escape Theater (2 IP): Attempts to accelerate away from
and overcome this trick, with a threshold equal to the first
an encounter. This test uses REA + PILOT (DEEP SPACE
Captain’s hits, and a modifier equal to the number of times
MANEUVERING), and the bank is the threshold a pursuer
the herding Captain has attempted to use herding in this
must achieve to follow them. After two Initiative rolls are
encounter. If the deceit is successful, then the next time the
made without a successful pursuit, this vessel is considered
targeted vessel moves, it will follow the plan decided on by
to have left the battle.
the deceiver.
Pursuit Course (2 IP): Follows an enemy that has made
Pilot an Escape Theater Action. The Pilot rolls REA + PILOT
(PRECISION SPACECRAFT), and must meet the threshold set
The ship’s Pilot handles all the movement tests. All combat
by the fleeing vessel’s Escape Theater Bank. This threshold
maneuvers use a REA + PILOT (COMBAT MANEUVERS) test
is modified by (RUNNER'S TR - PURSUER'S TR).
unless otherwise noted, and gain a dice pool bonus from
the vessel’s current Thrust Ratio. All hits from piloting tests Match Course (2 IP): Available only as an Interrupt Action
are added to a bank specific to that Action; the usage of this during another vessel’s movement, this Action will attempt
bank is described with each Action. Only one type of Pilot to match its movement, canceling out any effect. Any hits
Bank can be in effect at a time; rolling a new one negates on this test reduce a targeted bank of another vessel.
the last one. Note that some maneuvers allow you to spend
Change Range (2 IP): Changes Ranges from Rendezvous
the bank hits, consuming them as normal; others simply
to Docking Range with a particular vessel, or vice versa.
use the hits in calculations (e.g. as a dice pool bonus), which
When this test is rolled, the bank from this test is used as a
does not consume them.
threshold for any vessel to counter it. For example, the hits
Many of these Actions use the effective Thrust Ratio of the on a test too close to Docking Range are the threshold for
vessel to affect dice pools or Action Effects. If the vessel’s the target ship to keep it at Rendezvous Range on its next
normal TR is higher than the GRV tolerance of any of the turn. Just like pursuit, the difference between the vessels’
crew, the crew will take the appropriate amount of physical TRs is a modifier for this threshold.
damage for each Action taken. The Pilot may choose to
operate at less than full throttle to avoid this, and certain
engine types may negate this effect entirely.
All Actions by the Pilot station generate Waste Heat, if the
engines are of a kind that generates Waste Heat. See the
“Waste Heat” section on page 81 later in this chapter for
more information.
Offensive Positioning (2 IP): The Pilot repositions the
vessel, making attacks more effective. This bank may be
used as a positive dice pool modifier on attack rolls, or may
spent as hits to target specific systems.
Defensive Maneuvers (2 IP): The Pilot positions the vessel
to make itself difficult to target from a particular vessel’s
Ramming Speed & Weaponized Exhaust
weapons arrays. This bank may be spent as if part of the
Evasive Maneuvers countermeasure. Ramming Speed (2-4 IP): Really, it’s more a direction than
Defensive Roll (2 IP): The Pilot rolls the ship to protect the a speed. The Pilot rolls a REA + PILOT (COMBAT MANEUVERS)
more vulnerable or already damaged areas. This bank’s hits test as if it were an attack roll, including the option to target
are added to all damage soak tests made by this vessel. specific systems, and the target may resist normally. When
the collision happens, the ships take turns (starting with
Flank (2 IP): The Pilot maneuvers the vessel to flank an the ramming vessel) dealing Impact Damage to each other,
opponent along with an allied vessel. As long as the ally using (THEIR OWN BOD × RAMMING VESSEL'S TR [+ HITS]) as
is in combat and attacking the same target, this bank the damage value. Resist with Armor as normal—be sure
is added as a bonus to any attack roll by either vessel. to first modify the damage values if they are different Size
Classes. If the Ramming Action succeeded with no net hits,

Guns and Ships 75


the ram was a glancing blow and the damage stops after collision. Failure of the attack generally means the target
one such cycle. If there were net hits, the ships continue to vessel has Dodged.
alternately deal damage to each other for additional cycles
equal to the number of net hits, or until either one of them Starting IP ΔV Damage Threshold
has its Structural Integrity system destroyed, whichever Range Cost Cost Multiplier Modifier
comes first. Both ships must roll for damage against the
Intercept – 500 3 4
other at least once—if Structural Integrity is destroyed on
the first roll, then the receiving vessel still gets to damage Rendezvous 4 400 2 2
the ramming vessel once. Strafing 3 200 2 2
The paragraph above assumes the vessels are in Docking Docking 2 100 1 0
Range when this maneuver is started. Different Ranges
may change the amount of damage received by both vessels, Dock with Vessel (2 IP): The Pilot makes a REA + PILOT
the IP cost to execute the attack, and the base defense (PRECISION SPACECRAFT) test with a threshold of 3 to Dock
threshold (which may be altered by the target vessel using with another ship or enter its docking bay. The other
most defenses). ship must be either willing to Dock, or be unaware of the
attempt and sitting still, or be immobilized. Even the
tiniest amount of movement by the other vessel will abort
Starting IP ΔV Damage Threshold
this maneuver. A spinning vessel is harder to Dock with,
Range Cost Cost Multiplier Modifier
adding 2 to the GR of Docking, unless the spinning vessel is
Intercept – 50 10 5 designed to spin while being Docked with (such as a space
Rendezvous 4 400 4 2 station with simulated gravity) and has the appropriate
Strafing 2 50 4 3 docking ports.
Docking 2 100 1 0 Evasive Maneuvers (Interrupt-only; 2 IP): The Pilot
accelerates the ship in order to dodge an attack, or to buy
Breach Vessel (2-4 IP): If the vessel being piloted has time for other countermeasures to more effectively stop
a Breaching Connector (or is an Injection Missile), the the incoming attack. Hits in this Action’s Bank may be spent
Pilot may attempt to Breach a vessel using the Combat like any of the ship’s other countermeasures, to add the
Maneuvers Specialization. Treat this as a called shot to the engine’s TR to the defense threshold.
Pressurization System, using the rating of the Breaching
Connector as the Piercing Damage value, modifying the Tactical Officers
DV for Size Classes and resisting the damage with Armor
The ship may have one or more Tactical Officers. All space
as normal. If the Pressurization System is successfully
combat weapons use the Orbital Gunnery Specialization.
damaged, the target vessel is breached, and the breacher
Tactical Officers often double as Sensor Operators
may enter the vessel. Though the Pressurization System
(see below).
is damaged, the vessel does not depressurize at this
time—the breaching craft will form a loose seal with its Any weapons fire Action may generate Waste Heat
target (even if the breacher’s crew is in suits), because the depending on the weapon. See the “Waste Heat” section
violence of decompression would cause the breacher to later in this chapter for more information.
detach. Depressurization will happen if other damage to Acquire Target (2 IP): Aims the weapons at a chosen target
the Pressurization occurs, or when the breacher detaches. without firing. The Tactical Officer selects a target, rolls PER
Starting this maneuver from different Ranges has the same + COMPUTER (TELEMETRY), and banks these hits into the Aim
effects as with Ramming Speed. Bank. The Aim Bank hits may be spent to target specific
systems when firing on the chosen target in the same way
Weaponized Exhaust (2-4 IP): If the vessel uses reaction-
that surplus hits on an attack test are (see page 79).
based thrust (for example, combustion and fusion-ion
engines), then the exhaust can be used as a weapon. The Fire Weapon (1 IP): Fires a single battery of the chosen
damage dealt is Heat Damage; the Size Class is the same weapon. The Tactical Officer declares his attack (including
Size Class as the ship, and the damage value is the TR of the target, type, and number of batteries being used), and
the ship’s engines. This maneuver functions differently the target vessel chooses whether and how many of his
depending on the Range at which it is begun, and always
ends with the two vessels in Rendezvous Range of each
other. This attack roll has a GR +3, and a glitch results in a

76 Guns and Ships


countermeasures to deploy. The attacker rolls INT + RANGED bonus, but the GM may rule to allow this on other tests.
(ORBITAL GUNNERY), with the threshold as determined by This bonus is capped at the (CPU TL + CPU) of the ship
the countermeasures. performing the Scan Action.

Fire Multiple Batteries (2 IP): Fires any number of


batteries of any kind of weapon at a single chosen target.
Engineering
The Tactical Officer chooses a single weapon to act as Often the most crucial officer, the Chief Engineer is
the primary weapon (usually the most powerful); each responsible for managing the systems, Waste Heat, and
additional weapon system being used +1 to the effective most importantly, repairing the ship when it hits the fan.
Auto Attribute of that weapon, reducing the target’s base Many Engineers would be wise to keep their radiation
defense threshold. suits close by—any repairs to the nuclear engines or power
systems (fission or fusion) will cause the Engineer to be
subject to a RAD level equal to the ship’s (THRUST RATIO × 2).
Scope/Sensor Operator
Uses the Telemetry Specialization to find targets, analyze Repair System (2 IP): The Engineer rolls the appropriate
the condition of the fight, and generally keep the crew Mechanic Skill (usually Spacecraft Mechanic) and subtracts
informed. Extra Sensor Officers can make detailed observa- his hits from one chosen system’s damage bank, except for
tions of different targets. Usually in charge of communica- the “Crew” or “Passengers” bank.
tions as well. Transfer Heat (1 IP): The Engineer rolls INT + SCIENCE
Detailed Scan (2 IP): Scans a particular vessel in detail (THERMODYNAMICS) and transfers the number of hits from
using PER + COMPUTER (TELEMETRY). Hits may be spent to the main body to the Heat sink, or vice versa.
get questions about the ship answered: 1 hit to learn the Full Power to System (2 IP): The Engineer rolls INT +
status of one particular system, or 2 hits to ask most other CRAFTING (SYSTEM OPTIMIZATION), and adds his hits to the
questions. dice pool the next time any chosen system is used, usually
Find Weak Points (3 IP): Scans a vessel to find a breach or weapons. Any Waste Heat from firing a weapon or using an
vulnerability using PER + COMPUTER (TELEMETRY). For every engine optimized in this way is doubled.
three hits spent, the effective Armor rating of the target is Extend/Retract Radiators (1 IP): No test required—the
reduced by 1 when being fired on by this vessel. This is as radiators are either extended or retracted. When extended,
effective on large Size Classes as on small ones, so this is a the radiators dissipate Waste Heat, but are vulnerable.
vital element of strategy when fighting larger ships. The When retracted, Heat will build up. It’s generally best to
Sensor Operator may spend 6 IP on this Action instead, in retract them as soon as incoming fire is expected.
which case every hit reduces the Armor rating by 1, instead
of every three hits. Atmosphere as Thrust (2 IP): In an emergency situation,
being able to make one more move might be more valuable
Situation Report (1 IP): This Action may be done by any than having breathable air on the ship. (It is obviously
officer without the off-station penalty. The officer rolls PER recommended that all crew don their environmental
+ COMPUTER (TELEMETRY) ; provides a general overview of suits before attempting this Action.) This Action requires
the encounter according to the ship’s sensors, including the Pressurization System is not destroyed. By forcing
whether a vessel is damaged (though not more detailed open one of the ship’s airlocks or docking ports, the ship’s
than a simple yes or no); whether there was any change atmosphere can be expelled, propelling the vessel in the
since the last scan (e.g. whether the last attack hit or opposite direction. The Engineer chooses a Thrust Ratio
not); and what kinds of maneuvers and attacks are being and rolls INT + SCIENCE (PHYSICS). On the Pilot’s next Action,
performed. he may use this Thrust Ratio in a maneuver of his choosing
Combine Sensors (1 IP): If the ship’s CPU TL is at least 4, the with a dice pool penalty of -4 and a GR of +2. The ship’s
ship can be set to share sensor readings with any number Pressurization System immediately takes (TR) points of
of other vessels (which must also have had this enabled). damage, unresisted. (This same Action may be taken by
This may include automated drones with sensors, with the an astronaut in a spacesuit by puncturing the suit. In this
activation of each one requiring one of these Actions by situation the astronaut acts as both Engineer and Pilot,
its controller (or set in their autonomous programming). making both relevant tests in succession.)
When this is enabled, all tests which can benefit from
additional sensor data gain +1 to their dice pool for each
ship in the sensor network. In general, any Action by the
Sensor Operator or the Tactical Officer qualifies for this

Guns and Ships 77


Chief Medical Officer Systems Tables
The Chief Medical Officer is likely to be called upon when
damage is dealt to the crew.
Slot Main System Secondary
Treat Injuries (3 IP): The CMO rolls INT + MEDICINE (FIELD
MEDIC). For each hit rolled on this test, one point of damage 2 Navicomputer Maneuvering Engines
from the “Crew” or “Passengers” damage Bank is removed. 3 α Passengers/Cargo

Preventative Care (3 IP): When a particular medical threat 4 β Countermeasures


is known—most notably high-G maneuvers, disease, 5 Scopes/Sensors Pilot/Crew
toxins, or radiation—the doctor may take steps to prepare 6 Life Support Pressurization
the crew for it, usually some sort of inoculation. He rolls
7 Armor Structural Integrity
INT + MEDICINE with a relevant Specialization, such as
8 γ Fuel Tanks
Pathology, Radiation Poisoning Treatment, or Toxicology,
and adds his hits to the Preventative Care Bank. When 9 δ Power Generation
resisting the specified threat (after applying any other 10 Landing Equipment Primary Engines
damage resistance that may be rolled), each hit in the Bank ε
11 Heat Sequestration
prevents one point of damage being added to the Crew
12 ζ Auxiliary Power
damage Bank.

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).

78 Guns and Ships


After being resisted by Armor as normal, the damage is Effects of Being Disabled/Destroyed
added to the leftmost undamaged system on the table at Armor : On future attacks, the vessel may not use Armor to
that slot. If the first system has any damage or is destroyed, reduce the damage received.
the attacker may choose between either system.
Auxiliary Power : If primary power generation is also
If any system receives more damage total than the disabled, disabling this system takes out communications
vessel’s (BOD × 2), that system is completely destroyed and and life support as well. In addition, all engineering tests
cannot be repaired; it can only be overhauled in drydock. will be at a -3 dice pool modifier, due to vital equipment
Overhauling or replacing a system generally costs 5-30% of shutdowns.
the total cost of the vessel (depending on the intricacy of
the system). Structural Integrity cannot be overhauled, and Communications : The vessel cannot communicate, nor
the ship is considered a total loss if Structural Integrity is broadcast/receive IFF beacons. If an ally vessel glitches on
destroyed. its attack roll, a friendly fire incident may occur targeting
this vessel, and vice versa.

Targeting a System Countermeasures : The vessel can no longer deploy any


The attacker may attempt to target a particular system. of its countermeasures, except for shields (which are a
When declaring the attack, the attacker may also choose separate system).
to target a specific system slot (from 2 to 12). They roll the Crew/Passengers : When this system is hit, some number
attack as normal, and if the attack is successful, roll 2d6 as of crew members have been hurt or killed. The Crew
normal. In this case, however, the surplus hits the attacker “system” does not have a particular maximum value; rather,
rolled are used to “move” the 2d6 result towards the desired every point of damage to the Crew implies that each crew
slot, one at a time; when targeting a system, surplus hits member has taken, on average, one point of damage.
do not add any damage to the weapon’s DV. If there are Damage to this system does not disable the crew outright,
not enough hits to reach the targeted system, then the but for every point of damage, all Actions by the crew take
attack ends up hitting the last system it reaches before a -1 dice pool modifier due to injuries on the staff or to the
hits run out. characters themselves. This system cannot be repaired by
When targeting a system, an attacker who is familiar with the Engineer, only the Chief Medical Officer; note that the
the Class of the target ship may roll to gain additional CMO themself is subject to the dice pool modifier from
“moves” if the attack hits. The character may roll INT + damage to the Crew. Generally, the crew is considered to
SCIENCE (SPACECRAFT DESIGN), or INT + RELEVANT INTEREST be dead if the penalty reduces the CMO’s dice pool to zero;
(such as Bactaran Ships), and count the hits on this test to short of this level, the difference between crew deaths and
move the target. If the attacker had access to its blueprints, crew injuries is left to the GM to describe.
has spent extensive time in one in his character’s history, Docking Ports/Bays : The vessel cannot Dock or take on
or has advice from someone who has, this test may receive smaller craft. Additionally, craft that are Docked or in the
additional dice at the GM’s discretion. bay may be damaged, destroyed, or set adrift.
Just as with a standard attack, only the first (leftmost) Engines (Primary, Secondary): If one kind of engine is
system in the slot may be targeted unless it has already disabled, the vessel’s TR and ΔV are reduced to only the
received damage, in which case either system may remaining system. If all engines are disabled, this vessel
be targeted. cannot accelerate at all, which generally means none of the
Pilot Actions are available.
Overflow Damage Fuel Tanks : The fuel tanks are ruptured, and leaking fuel.
If there is enough damage to destroy a system with damage At the beginning of each combat round, 1% of the ship’s ΔV
points to spare, the surplus overflows to a new, randomly leaks for every point of damage this system has taken. If
chosen system. Roll 2d6 to determine the system, and the this system is completely destroyed with any fuel left in it,
damage always overflows to the leftmost system unless it it results in a catastrophic explosion that could destroy the
is destroyed. If this next system is destroyed in turn, this ship (at GM’s discretion).
damage can cascade to as many systems as the damage
value allows. This is frequently the case when a larger ship Heat Sequestration : The vessel cannot Sequester Heat.
hits a smaller one, and can easily result in one-shot kills. Any Heat currently Sequestered is immediately released
into the ship’s main body.

Guns and Ships 79


Landing Equipment : This vessel cannot land; crashing Pressurization : When disabled, a hull breach vents
is the only option for getting better acquainted with part of the ship’s atmosphere into space. Ships may be
solid ground. double-hulled, compartmentalized, or neither. If neither,
any damage to this system indicates the entire vessel is
Life Support : The crew is “breathing shallow” from this
depressurized. If the ship is compartmentalized, this does
moment on. There is no immediate effect, but each
not spell the end of the world; certain systems (chosen at
time Initiative is rolled, 1 point of damage is dealt to the
random) are no longer accessible/usable without a pressure
Crew system.
suit, and some crew are likely to be in the depressurized
Navicomputer : The ship’s navicomputer can no longer areas. Nearly all Class D and E ships are compartmentalized.
assist on Astronautics or Pilot tests. If the ship is double-hulled, the inner hull is not punctured
until this system is destroyed. Until then, damage to this
Payload : If the ship is carrying passengers, they may be
system acts as a negative dice pool modifier to make
killed. If it is carrying cargo, the cargo may be lost to space
repairs to the ship (many avionics and piping systems are
or destroyed. If there is some other payload relating to the
run through the space between the inner and outer hull,
mission, say scientific instruments, that may be damaged.
which will be depressurized after the damage is received).
Power Generation : The ship is reduced to auxiliary power. When the system is destroyed, pressurization on the entire
Weapons, Shields, Scopes/Sensors, and any engines reliant ship is lost, no matter the configuration. See the “Sudden
on power (including ion and fusion-ion engines) are Decompression” section below for more information on
disabled. All hits on repair tests to the Power Generation what happens when a pressure vessel decompresses.
system repair two points of damage. If power generation
Scopes/Sensors : The electronic systems of the ship are
is nuclear in nature, a damaged reactor will flood the ship
blinded. Any Action requiring them (including weapons
with radiation—as a rule of thumb, the RAD environment of
targeting) is at a -6 dice pool modifier.
the reactor area (where the engineering crew will need to
be to repair it) will increase by the max TR of the vessel (or Shields : The vessel’s shields no longer function.
more if the ship has significant power usage aside from the
Structural Integrity : When disabled, the ship no longer
engines); the remainder of the ship (i.e. the Crew system)
resists damage with a BOD roll, and cannot engage its
will receive half that each time Initiative is rolled until the
engines without dealing the ship more damage (in the
damage is repaired.
amount of its own TR, unresisted). When destroyed, the
ship breaks apart entirely; pressurization is lost and the
ship is generally considered a total loss. It may be possible
for an Engineer to Juryrig certain systems on the ship
fragments to function again, however.
Weapons (Primary, Secondary, Tertiary): The weapons
systems are disabled. Primary weapons are the weapons
with the highest number listed; secondary weapons are
the next highest, and tertiary weapons are any or all
other weapons.

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

80 Guns and Ships


on this check restores 3 points of damage. A glitch test (with
Vessel Size Class Damage Duration
the GR value as determined above) is rolled anytime this
Multiplier
system is used. In the case of passive systems that do not
have a dice roll (such as life support), the GM should roll a B 2 1 turn
Glitch Check each time Initiative is rerolled instead. In the C 2 2 turns
case of a glitch, the system is destroyed. This GR value can D 1 5 turns
only be restored by overhauling the system in drydock, just
E 0.5 10 turns
as with destroyed systems.

Piercing Damage and Pressure Vessels Heat


A pressure vessel—or anything hermetically sealed—can
have its hull breached if it takes any Piercing Damage at Most systems generate some sort of Waste Heat simply by
all beyond its ability to resist the damage. This applies to operating. In space, without an atmosphere, even small
spacecraft as well as to spacesuits, diving suits, and so on. amounts of Heat, if not discharged properly, can build
While the vessel’s Pressurization System may be targeted up and cause serious problems. The ship as a whole has a
if depressurization is the intention, refer to the following “Heat” bank that begins at 0 and builds up or dissipates over
rules for all Piercing Damage, regardless of which system is time. This bank acts as a negative dice pool modifier for any
targeted or hit. Stealth Check attempted with this craft.

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.

Guns and Ships 81


Dealing with Heat Ablation
There are three main ways to deal with Waste Heat in a Ablation is the act of removing the hottest matter from
vacuum: Sequestration, Radiation, and Ablation. the ship, thereby lowering the average temperature of
the ship. This often takes the form of an Ablative Armor
or Heat Shield that burns off, but can take other forms—a
Sequestration
centrifuge of fluid that boils off until it is released into
When heat damage is received, it first goes to the vessel’s
space, for example. Ablation removes Heat much faster
Heat Sink. The Heat Sink can absorb a certain number
than Radiation, but has a finite amount of usage since you
of points of Heat before it can no longer take any more,
must remove mass from your ship to accomplish it.
and the rest of the ship begins to heat up. Sequestration
is a temporary solution, meant for dealing with large, Ablation is an automatic process. Once above a set
short-term energy discharges (that is, battle), and the ship threshold (usually just before Heat Damage begins to
can slowly get rid of the rest of this Heat later. overflow), Heat is removed the next time Initiative is
rerolled and the Ablation material is gone with it. Like
Surface Radiation Sequestration, the number of points removed is (RATING ×
BOD). The ship’s Engineer can change this threshold with a
Surface Radiation (not to be confused with the dangerous
Complex Action (2 IP).
ionizing radiation, which is what Radiation Damage refers
to) involves the natural emission of Heat from the surface
of the object into the vacuum of space as infrared emissions. Convection
Each vessel has a Surface Area rating (usually 1). This rating If flying through atmo, Convection has the potential to
is passively removed from the vessel’s Heat bank every time sap away huge amounts of Heat—every time Initiative is
Initiative is rerolled. rerolled, it removes half the difference between the vessel’s
Heat bank and the planet’s TMP rating, rounded down and
Radiator fins are a part of many vessels. These fins are
capped at the ATM Attribute of the world.
retractible for safety, and are best used after battles and
while performing an engine burn. While extended, every During reentry, on the other hand, the compression of the
time Initiative is rolled, the fins remove their rating air heats up the craft faster than convection saps the Heat
from the Heat bank. The downside is, while extended, away. If the body being entered has an atmosphere, reentry
the threshold for targeting the vessel is reduced by that adds the body’s (GRV + ATM) rating to the vessel’s Heat.
same score. This only really matters if the Heat cannot be Sequestered
or Ablated and overflows into physical damage, because
If hit while extended, the radiators are what gets hit
immediately following the reentry damage, the vessel will
first, and they, by their nature, have no Armor. Before the
be cooled by atmospheric convection. The remainder of the
weapon damages the vessel itself, every point of damage
trip through the atmosphere reduces the Heat back down
reduces the points available to the Radiator system (while
by (ATM), to a minimum of the planet’s (TMP).
reducing the effective DV of the incoming attack). As this
happens, the points are immediately re-added to the
defense threshold; if this causes the attack to miss, then Ranges
no further damage is calculated. If, without changes to the
defense threshold, the attack still hits, then any remaining Two ships may be at one of several specific Ranges relative
points of damage hit the main body of the vessel and are to each other. They are listed here mostly in order from
treated normally. longest to nearest. A vessel that moves to a closer Range
towards a target vessel will also move towards any other
Radiators can be extended or retracted by the Engineer craft that is in a closer Range with that target.
with a Simple Action. Radiators should not be extended
during atmospheric flight or reentry; if they are, they will
Deep Range
be destroyed.
If two craft are orbiting different parent bodies, they are at
Deep Range. Very few things can interact in any meaningful
way at Deep Range. The differences between velocities
and the extreme distances involved make most Actions
impossible. Only passive sensors can function.

82 Guns and Ships


Orbital Range Docking Range
If two vessels are in orbit around the same body (which Two vessels are at a relative stop, and very close to each
includes the Lagrange points involving that body, but does other. The relative stop must be so complete that any
not include orbits around the moons of that body), they movement by either vessel can return them to Rendezvous
are in Orbital Range. The differences in velocity are still Range—in other words, in order for one vessel to enter
great, but the shorter distance means active sensors and Docking Range with another, the target vessel must be
lightspeed-based weapons can function, though both either complicit, unaware, or disabled. Vessels in Docking
should have their thresholds for success increased by Range may Dock, naturally. If weapons are fired from one
at least 4. vessel at another at Docking Range, the attack roll gets a +6
modifier, and, if successful, the targeted system is automat-
Co-Orbital Range ically hit. Many weapons, especially explosives, will splash
damage from one vessel to another within Docking Range
Two craft are Co-Orbital if they are at the same orbital
when they go off.
node, but are at different phase angles along that orbit. If
one ship moves to the same node as another ship, but does
not specifically intend to go to Rendezvous Range, this Strafing
state is assumed (except for transfers to Lagrange nodes, Much like an Intercept, a Strafing maneuver is like a
which proceed directly to Rendezvous Range by default). momentary Docking Range, without matching velocities.
Changing phase angles (to move from Co-Orbital Range Strafing may occur after Docking Range is broken, or it may
to Rendezvous Range) requires the same Astronautics test be the intentional result of a Change Range maneuver. Any
and ΔV expenditure as any one path leading away from the attacks conducted while Strafing gain a +3 modifier, and,
node (navigator’s choice), and takes one quarter of the time if successful, an automatic 2 additional hits are granted
of the orbital period. All other Attributes of this Range are towards targeting the chosen system.
the same as Orbital Range.

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.

Guns and Ships 83


Interceptor Guns (Threshold 3) Shields (Threshold 4)
An advanced technology, Shields channel energy directly
into projectiles to cause them to explode or vaporize just
outside Docking Range. In addition, the field they generate
can cause energy weapons including lasers and fusion
weapons to dissipate and scatter, reducing their damage.
In addition to the standard defense threshold when used
as a countermeasure, Shields passively provide 2 points
of Armor against Splash Damage as long as they have any
points left for the round, or an additional 4 points of Armor
(for a total of 6) for each point spent if actively utilized to
do so; this must be declared prior to the detonation of the
weapon causing Splash Damage. Shields may work against
all incoming weapons.

Land, Air, and Sea Vehicles


While space combat is the obvious focus of Afterverse
in this chapter, many of the rules written here apply to
non-space vehicles as well.
Interceptor Guns
Vehicles not meant to travel in space tend to be less delicate,
This phalanx of extremely rapid-fire guns is designed since there is less concern about carrying extra mass. By the
to shoot down incoming missiles. The Interceptor Guns same token, ground and air vehicles tend to carry as much
system may be used as a Coilgun that is considered to be fuel as they need to, so fuel capacities are not listed.
two Size Classes below that of the vessel. Interceptor Guns
can be used twice for weapons being fired from outside
Rendezvous Range.

Interceptor Lasers (Threshold 3)


These small, accurate lasers are designed to shoot down
incoming projectiles, including missiles and ballistic
weapons such as coilguns. If the defense is successful, the
projectile is destroyed mid-flight. Like Interceptor Guns,
Interceptor Lasers can be used as offensive Thermal Lasers,
in this case one Size Class lower than the Size Class of
the vessel.

Dissipation Cloud (Armor 3)


A Dissipation Cloud puts out small particles—dust, gas,
sand, or even trash—to dissipate the energy from an
incoming laser weapon. Unlike other countermeasures, the
Dissipation Cloud does not add to the defense threshold,
but rather, reduces the DV of the incoming laser if it does
hit (effectively adding its points to Armor).

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.

84 Guns and Ships


Currencies can sometimes be exchanged for others in
Tech and Gear most situations. Cultures that live near or trade with
other Cultures will be able to exchange their respective
currencies. Currencies can only reliably be exchanged at
banks and similar official establishments, but less official
Currency means of exchange may exist as well—for a fee. However,
Every place you go in Afterverse will take some sort of if for example the feds are on the lookout for mercenaries
currency. This currency varies depending on the time and they know have been paid with a large sum of an unusual
place, but more specifically, it varies depending on the currency, it might be wise not to trust the banks with that
Culture. Each Culture in a particular Era will have as one of particular sum.
its Attributes a Base Income; whatever currency in which Exchange rates are not explicitly listed, and should be
this Base Income is listed is the main exchange medium of inferred from context based on Cultures and Costs. As a
that Culture. GM, when players exchange money, do not worry about
providing a precise or fair exchange rate to your players;
Exchange Rates offer them whatever amount of money you think they
should have.

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 and Gear 85


Item Rating Auto : How many rounds this weapon can fire in a
single Fire Action. See the “Automatic Weapons” section
Some items have different Ratings available. The effect of
on page 65.
the Rating is generally elaborated in the item’s description
or other stats. In all cases, different Ratings of an item V/A (Vacuum/Atmosphere): Some weapons may be
should be treated much like different Variants. If the item’s operated in atmosphere, depending on the gas for their
Tech Level requirements, Rarity, or Cost incorporates the effects; others may only be operated in vacuum, for similar
Rating (Rtg) of the item, then that Attribute is calculated reasons. Most weapons work in both.
using any chosen Rating. For example, a Radiation Suit has
a minimum MFR TL of 2 + RTG / 2, and provides + RTG to RAD
Armor Attributes
protection. Therefore, a Rating 2 Radiation Suit requires
Armor : The Armor Value of the item. These values,
MFR TL 3 and provides RAD + 2; a Rating 4 Radiation Suit
generally speaking, cannot “stack” with more Armor; you
requires MFR TL 4 and provides RAD + 4. These Variants are
can’t simply pile Armor on top of Armor. If wearing multiple
treated as two different items.
items, use the highest single value.

Cost EPR : The Environmental Protection Rating of a suit


describes its effect on the character’s environmental
The Cost of items is given without any unit or currency. This
tolerances. See “Environmental Protection” on page 107 for
is because these items may be available in any currency,
more details.
and the exact Cost may be different in each currency. When
determining the value of a generic item in a particular
Culture, multiply the Base Cost of that Culture by the Cost Rarity & Availability Tests
of the item, and use its currency.
Some items have a Rarity Attribute that determines
the difficulty of acquiring the item. If an item does not
Item Attributes have this Attribute listed, it can generally be obtained
Min TLs : The minimum required Tech Level(s) for a Culture by walking into nearly any store and buying it. If it has
to have this item available. such a Rating, then the character will need to roll a MAN +
Rarity : How Rare the item is, when it is available. See the INFLUENCE (BARGAINING) test. The number of hits rolled is
“Rarity” section below for more details. the maximum Rarity item that she can find on her own. If
she needs additional hits, she can make up the difference in
Size Classes/Cost : The Size Classes for which this item is
three ways:
available, and the Cost for each. In the case of weapons, a
character can generally only use weapons up to their own ʝʝ S he may buy it through a contact by using a favor.
Size Class. They may use one Size Class higher if they use First, the contact rolls his own effectiveness at finding
the Heavy Weapons Specialization, with some caveats; see the item by rolling his NETWORKING SKILL × 2 and
the “Size Classes” and “Weapons” sections in the “Combat” banking the result. The character’s Favor Rating
chapter on page 57 for more details. with this contact may be reduced, with each point
adding this bank’s value in hits on the Rarity test.
Weapon Attributes ʝʝ S he may use a Subculture she is a part of. To
Design : The design elegance of the weapon adds a dice do this, she spends up to (REP) points from her
pool bonus, and has implications with regard to weapon Social Bank. For each point spent, the Subcul-
maintenance. See the “Design Attribute & Weapon ture adds (REACH) to the Rarity test.
Maintenance” section on page 65.
ʝʝ T he character may pay extra to ease the job. For
Reach : Because most Melee attacks include a movement every 30% of the Base Cost the character is
Action, Reach largely affects the weapon’s defensive willing to pay in addition to the going rate, one
usefulness. See the “Reach in Combat” section on page 64. additional point is added to the result.
DV/Splash : The Damage Value is a code representing how
much damage a weapon does to its target, and to others
near its target. See the “Damage, Damage Codes, and
Healing” sections in the “Combat” chapter on page 70.

86 Tech and Gear


world), requiring these materials be shipped up from a
Legality
planet’s surface.
If an item is needed in orbit or on a planet that does not
have space manufacturing capabilities, and it cannot be
manufactured there for any of these reasons, then that
item is worth drastically more money than it otherwise
might be. In general, multiply the Cost of such an item by
100; this may be adjusted by the GM downward for items
that are lightweight but expensive. If the Culture has fusion
ion propulsion available (PRP 7), then this “shipping cost”
is mitigated, and the item Costs only 10 times as much as
its standard Cost. If the Culture can use a propulsion-free
system like a space elevator or orbital ring, then there is no
Cost increase—but then, at that MFR TL, manufacturing in
space is no problem in any case.

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.

Space Manufacturing Manufacturing (MFR)


Not all Cultures in Afterverse are capable of manufacturing Materials sciences and construction. Used in creating
objects in space. In general, MFR TL 6 (see Tech Levels, structures, fab labs, and armor. At very high levels, it can
below) is required for a Culture to be able to manufacture create teleporters and replication technology.
items in space from the resources amply found in orbit
Medical (MED)
(such as metals mined from asteroids). Even when the
Culture’s technology allows it, it might not be possible; Healing as well as enhancing, whether by cybernetics,
many materials are not readily available in space (such replacement organs, or genetic enhancement.
as plastic, which is manufactured from either fossil Computers (CPU)
fuels or plant life, neither of which are abundant off
Besides the obvious, the Computers category also governs
the effectiveness of sensors and communications.

Tech and Gear 87


Weaponry (WEP) Shape Memory Polymers
A shape memory polymer is a firm, gel-like substance
From swords and axes to guns, then all the way up to
that, when affected by an electrical current, hardens
guided missiles, weaponized lasers, and beyond.
into a particular, predetermined shape. This is especially
Power (PWR) useful for items used in combat—a nonlethal weapon
Power generation, usage, and storage. can instantaneously gain a sharp edge, and armor can be
soft and unencumbering (as well as hidden from weapons
Propulsion (PRP) scanners) until the instant it’s needed.
From the wheel, to the car, to balloons and planes, then to
rockets and beyond. Metamaterials
Physics (PHY) Metamaterials are a kind of material constructed at a
nanometer scale to grant properties that no straightfor-
A general understanding of the way the universe is put
ward compound or element could possibly have. They are
together. Fields of technology such as relativity and
designed chemically, usually for a specific purpose, and are
gravitics are dependent on this TL.
often manufactured using nanomachines.

Cutting Edge Equipment Vacgel


It is sometimes possible (with GM approval) to obtain
The skysteads on Venus (see pages 154, 234) are constructed
gear one TL above what would normally be available. If it
of a metamaterial called Vacgel which creates a lattice
is available at all, the item Cost should be multiplied by
of sulfur and carbon molecules (among others). Each
10 and the Rarity should be increased by 6 points. Such
microscopic bubble of Vacgel contains a tiny volume of
equipment often has a story behind its acquisition, and
vacuum, making the substance as a whole lighter than the
may serve as plot hooks. It will also be highly desirable
dense air of Venus, enabling it to float in the air. Vacgel can
to others, who may try and steal or con it away from the
be designed for some other elements, but carbon and sulfer
character. Using Cutting Edge gear is always subject to GR
were chosen because they could be gathered in place from
+1, with a glitch representing some imperfection or failure
Venus’s atmosphere.
with the gear. If the Cutting Edge gear is used outside its
intended parameters (e.g. if it was built for a single planet
or has missed its recommended maintenance), the GM may Hyperadhesive Polymers
choose to raise this to GR +2. A kind of metamaterial, a hyperadhesive polymer (often
called HyPoly, despite the objections of the HyPoly
When such gear is acquired, any Attribute of the item that
manufacturer, who would prefer its brand name not be
is dependent on a TL treats the TL as if it were the value
used to describe its competitors as well) reacts to contact
being simulated. For example, if acquiring a Cutting Edge
with certain types of atoms (chosen when the polymer is
First Aid Kit, its Rating may be the Culture’s MED TL + 1.
designed) by physically bonding. The bond is so strong
that it effectively becomes one with whatever it is bonded
Tech Level Specializations to; removing the polymer usually involves removing a
Some Cultures have a particular expertise in subsections surface layer of whatever it’s attached to. For this reason,
of some Tech Levels. In these cases, the Culture can any HyPoly that may adhere to skin, scales, or other living
always manufacture gear of the type the Specialization matter is considered a biohazard and is often illegal.
describes, regardless of the required TL that is listed with HyPoly cannot be made to adhere to smooth or polished
the item. When the exact number of that TL is needed, that metal, though rough metal (such as cast iron, metal ore,
Culture’s effective TL is increased by 2 for items within that etc.) may work.
Specialization.

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

88 Tech and Gear


found on Bactara) come from the same civilization. Junardm: Bridge Traversal Devices
Given their technology and apparent pervasiveness, the This device, introduced to the galaxy courtesy of the
Lemurians are widely suspected to be the species that built Lemurian Ancients, is the device which allows a vessel to
the Orion Arm Warp Bridge Network. If nothing else, they traverse a warp bridge rather than simply falling into the
were definitely major users of the network. singularity and being crushed. A Junardm is a lens-shaped
metallic object roughly 100 meters across. While no extant

Tech Class Manufacturing Medical Computers Weaponry Power Propulsion Physics

abbrv. MFR MED CPU WEP PWR PRP PHY


Melee weapons,
Shamans & Animal- Animal-drawn
Level 1 Stoneworking
herbs
Invention of math human-pow-
powered vehicles
ered projectiles

Hippocratic Mechanical Single-shot


Woodworking, Motorized Newton's
Level 2 smithing
oath, scientific Calculators, basic firearms, Steam
vehicles laws
method electronics, radio trebuchets

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

Space Manufac- Stem Cells, Nuclear


Nuclear Quantum
Level 5 turing, Shape Genetic Wireless Data
weapons
Fission, Fuel Ion Propulsion
Physics
Memory Polymers engineering Cells

Cure for mental Omnipresent


All-material 3D Energy Nuclear Fusion Ion Neutrino
Level 6 Printers
illnesses, cancer augmented
Weapons Fusion Propulsion Telescopes
cure reality

Lab-grown body Magnetic field, Unified Field


Level 7 Metamaterials
parts, Cryonics
Off-the-shelf AI Directed Fusion
Antigravity Theory

Retroviral Quantum Antimatter Bomb-burst Point gravity


Level 8 Space Elevators
engineering Computers weaponry Generator drives
Shields

Antimatter Antimatter Gravitic


Level 9 ITGs Regenerators Gravitic Sensors Magnetic Fields
Power Drive Theory

Common Gravitic Power Smooth Warp bridge


Level 10 Terraforming
Emergent AI Generation gravity drives construction

Gravitic Unpowered
Level 11 Junardms Casual Cryonics The Singularity
weapons antigravity

Effective Zero-point
Level 12 Dyson Swarms
Immortality
Ubiquitous AIs
energy
Temporals

Tech and Gear 89


civilization has yet been able to reverse engineer one, the
Bactarans found a device on their home world which was
Drugs, Toxins, Poisons, and
capable of reproducing them. With ingenuity, plus some
Chemicals
trial and error (and many lives lost), the Bactarans were (For a list of substances and their effects, see page 197.)
able to work out how they are used, and became the first
modern civilization to use the warp bridges. They have Certain substances have specific effects on various
traded the Junardms they manufacture to Humans and life forms. Each life form has its own reaction to these
Vorans in exchange for mining rights, political favors, substances, so when determining this effect, the
territory in various systems, and other compromises. Substance Effects table must be consulted. Each cell in
the table has 4 values: the dosage (in grams, milliliters, or
The Junardm is activated by following a direct collision ppm), the Standard Effect, the Overdose Effect, and the
course with the singularity on your side of the warp bridge, Addiction factor.
with the angle of approach within a few degrees of the
orbital axis of the bridge’s stabilizing ring. Just before the When a character comes into contact with the substance,
event horizon is contacted, the Junardm forms a “bubble” the first thing to determine is how much. The physical
on the opposite side. Anything within this bubble is amount must be converted into a dose multiplier. The math
transferred through the warp bridge, and emerges on is straightforward—simply divide the amount by the
the other side, with the Junardm’s front side facing the dosage to get the multiplier. Put this value into a Substance
receding singularity on the other side of the bridge. Effect Bank.
The character then rolls BOD to reduce this bank (including
ITG to resist effects that may be desired); take into account
Interversal Transfer Gates, or ITGs, are disc-shaped devices any effect from Qualities such as Immunity to Poison or
that serve as teleportation portals. The ITG’s flat, active Drug Tolerance. The result of this roll is subtracted from the
surface disintegrates and transports atoms as they contact Substance Effect Bank. If the resulting value is 0, then the
it, and does the inverse when the matter exits on the drug has no effect. Otherwise, proceed to the Standard
connected Gate. It also accurately transmits force, energy, Effects step.
and light through the gate. The range of these devices is The Cost of the substance listed in the table is the Cost for
limited to about 300 kilometers. The ITG has no “bezel,” and the highlighted dosage in the table. The Costs for other
the edge can function as an incredibly sharp knife, slicing dosages should be estimated accordingly.
and transmitting only one part of an object; most of them,
however, are built into a wall or surface that prevents this
situation for safety reasons. Similarly, if an ITG is shut off
Standard Effects
while someone or something is moving through it, the If there is at least one point in the Substance Effect Bank,
object can be sliced cleanly and instantly in half. Although the Standard Effect of the substance triggers once. Use the
ITGs have backup power supplies to minimize the chances Standard Effects cell for the character’s species, and refer to
of this happening, it is not unheard of. This problem is the Effect Descriptions section below to interpret the effect.
known as “gate-slicing.”
Overdose Effects
It is possible to use a pair of them to reach low orbit, with
Overdose Effects are more severe effect that happen at
some caveats. The orbiting ITG will likely only be within
a certain dosage, listed in the effect box. Once this level
range for a minute or less during each orbit. When it cuts
is reached, every point in the Substance Effect Bank at or
off, the danger of gate-slicing can be an issue. Secondly, to
above this dosage level triggers the effect described in the
compensate for the change in velocity, huge amounts of
cell. For example, if the Substance Effect Bank has 6 points,
power must be pumped into the receiving gate. Failure
and the Overdose Effect cell reads 3: 2P, the character will
to do so will cause unpredictable problems manifesting,
receive 2P unresisted a total of four times.
perhaps as burns, random “slices” of matter, or sometimes
a drain of all energy. These issues occur randomly as the
object passes through, and thus the issues affect only one Effect Descriptions
“cross section” of matter that is crossing the gate at a time. Attribute Effect
A person going through such a process will receive 3 or 4 +/- (X) ATT
such wounds; they will cause infirmity, lacerations, and
brain damage—they are almost always fatal. The specified Attribute is modified for the duration of the
drug’s effect. If this modification surpasses the standard
species maximum for that Attribute, the modified value is

90 Tech and Gear


valid, but the character takes 1 unresisted Physical Damage Pain Relief
when the drug is taken as well as once each time they (X)PN
attempt an Action involving that Attribute. (This does not
apply if the character has the Freakish Quality applicable The character may reduce the Glitch Risk effects resulting
to that Attribute.) If this modification brings the character from either Stun or Physical Damage by (x).
below 0 in that Attribute, the character immediately enters
the Bleeding Out state, going catatonic and requiring Effect Timing
medical attention. All substances’ effects are assumed to have certain timings
based on their vector unless otherwise noted in the
Physical Damage
description. All substances that are injected take effect one
(X)P full combat turn after injection, immediately before that
The character suffers (X) Physical Damage, unresisted. This character acts on their next turn, and wear off after approxi-
damage can overflow and cause the character to enter the mately one hour. Substances that are inhaled take effect
Bleeding Out state like other Physical Damage. after one minute, and also wear off in one hour. Substances
that are ingested generally take over an hour to take effect,
Stun Damage and last about a day.
(X)S
The character suffers (X) Stun Damage, unresisted. This Addiction
damage can overflow into Physical Damage like other Addictive drugs have an Addiction factor that varies per
Stun Damage. species; if this value is 0 or blank, ignore this step. There
are two aspects to Addiction: getting addicted, and being
Hallucinations tempted by the addiction.
H
Gaining an Addiction uses the following rules. After the
The character senses (sees, hears, smells, and feels) things effect of the drug is handled, multiply the Substance Effect
that do not exist. All Actions this character takes are subject Bank’s value by the drug’s Addiction factor. If the character
to a +(2 × BANK) Glitch Risk for most tests, or +(4 × BANK) GR has the Drug Recovery Quality, add its level to the bank’s
for Perception tests; a glitch indicates the Hallucinations value. Next, the player rolls WIL, and reduces the remaining
have interfered with the Action. (If a glitch is not rolled, the Substance Effect Bank by the result. If the character already
character is still Hallucinating, they just haven’t interfered.) has the Drug Tolerance Quality for this drug, subtract the
level of that Quality from the bank. If any points in the bank
Vomiting
remain, add one level to the Drug Tolerance Quality for this
V
drug, and clear the bank.
The character is forced to throw up, and won’t be able to
Addicted characters will occasionally, at the GM’s discretion,
keep any food down. If this state persists, the GM should
be tempted by the drug. This process should happen
treat the character as if they’re starving.
periodically for any character with the Drug Tolerance
Euphoria Quality who has not used the drug lately (more often for
E higher levels; possibly daily). For characters with either the
Drug Tolerance or Drug Recovery Quality, a temptation
The character experiences a chemical high, with pleasure may be triggered any time they come across a situation
centers in the brain being directly stimulated. The character where they may be reminded of the benefits of the drug.
gains one point to his Chutzpah Bank, but Chutzpah may For example, at emotional low points for any drug with
not be used for any of the die rolls relating to this drug, the Euphoria Effect, or if put into a situation demanding
such as the Addiction test. high reaction times for a drug that positively affects that
Seizures Attribute.
Z To resolve a temptation, first set the value of a bank to the
drug’s Addiction factor, rounded up; multiply this bank by
The character loses physical control of the body and
the LEVEL OF THE DRUG TOLERANCE QUALITY PLUS HALF THE
displays a jerking movement as a result of muscle nerves
LEVEL OF THE DRUG RECOVERY, rounded up. The character
firing at random.
may resist the temptation by rolling WIL, with each hit
reducing the bank by 1. Other characters may roll MAN +

Tech and Gear 91


INFLUENCE (PERSUASION) or INT + MEDICINE (PHARMOCOLOGY) One particular form of help that has a special effect is
with the same effect if they are aware this may be restraint. If the user is physically unable to use the drug
happening. If any points remain in the bank, the character he is addicted to— locked in a room, restrained to a bed,
will enter withdrawal, and lose this number of points from etc.—then the relapse test is automatically passed at that
their XP bank (which may go negative in this case) if they time. However, once this restraint is removed, the user must
do not fulfill the Addiction. If this happens, one level of make the relapse test at that point. When making this test,
the Drug Tolerance Quality is removed, and replaced with the user gets +1 die for each day they were restrained.
a level of the Drug Recovery Quality. If the character does
satisfy the Addiction instead by using the drug again, then
this bank is cleared. Cybernetics
(For a list of all available cybernetic modifications, see
Medical Care and Treatment page 292.)
Cybernetics are machines designed to integrate with
and augment a biological body. Cybernetics can give you
abilities not available to others, but it’s not all roses and
explosions. Choosing to augment your own body is a
serious decision with serious consequences.

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.

92 Tech and Gear


Genetic Engineering
(For a list of available genetic modifications, see page 275.
Also see the “Genetically Modified” Quality on page 267.)
A character may be genetically modified, granting new
abilities or different Attributes on a biological level. There
are two methods this is accomplished—modifying a fetus
in the womb, or retroviral engineering later in life.

Engineered from Birth


A character that was genetically modified in utero—or if
any of her direct ancestors were, regardless of whether
those modifications were inherited—the character must
take the Genetically Modified Quality. When she does so,
she may then spend a certain amount of XP depending on
the Culture’s MED TL on Genetic Qualities (calculated using
(MED TL - 3) × 10), which are not counted against the XP
limit for Qualities. Note that the relevant MED TL is the level
of the Culture available at the time of conception/birth, not
the level at character creation or puberty.

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.

Tech and Gear 93


Core Initiative Bank
Computer Cores Cores can be instructed to take action on their own,
performing multiple actions each time the character uses
& Hacking the Core. If this is being employed, the Core’s own Initiative
Bank should be tracked. Every Core has a “Bank” Attribute
Computers in Afterverse are referred to as Cores. Cores with two numbers. The first number is the amount of IP
cover everything from mainframes and servers down to added per round (no dice rolling involved); the second is
smartphones and even small embedded devices. This the starting value, which is the same as the maximum value,
chapter describes many of the ways to use, misuse, and of the bank.
abuse these systems.
When a Core is executing a Digital Macro on its own, it can
run a number of actions within that macro equal to its own
Cores in Everyday Life CPU Attribute for every point it spends from its bank.
Cores are everywhere in most cultures you’ll explore in
Afterverse. Computers and cellphones have them, of course, Digital Perception
but as technology advances, so do light bulbs, toasters, A Digital Perception check is how one finds out anything
guns, door locks, powered armor, and your home’s HVAC about a particular computer system—any of its Attributes,
unit. The vast majority of connected devices are run by an its owner, the data it contains, the systems it is connected
Embedded Device or Secure ED Core, while most people to, and so on. The amount of information one is able to get
have a Commlink or similar device. is determined by a PER + COMPUTER (SECURITY SYSTEMS
OR HACKING) test. The threshold for this test is the target
system’s applicable SEC (see Hacking on page 96); any hits
Digital Macros
above this threshold may be banked to become a Digital
A Digital Macro is simply an action one can execute using
Awareness Bank. There is, naturally, one thing you can get
a Core. Almost any command given to a Core will use one
some information on even without succeeding: whether
of these actions. Digital macros can be triggered in a few
the system’s SEC is higher than the number of hits scored.
different ways depending on the available technology
(Unless, of course, the character glitches on this roll; in that
and equipment, and depending on the User Interface (UI)
case, the GM may choose to give the player wrong informa-
available. Unless otherwise stated, any action requiring a
tion about what he can determine, rather than simply no
test in this chapter involves a Digital Macro action.
information.)
Cores are capable of controlling the devices (if any) they
Information given out by the GM for a successful Digital
are attached to, and can also send commands (as Digital
Perception check should work in much the same way
Macros) to other Cores when the task calls for it. In one
as with a real-world Perception check. Hits above the
action, a Core can execute a number of Digital Macros equal
threshold are banked as a Digital Awareness Bank; hits may
to its CPU Attribute, using what is known as a Script Macro.
be spent from this bank to ask questions of the GM, and the
Cores can have any number of Script Macros programmed
GM may spend points from the bank for the character to
into them; for example, a special ops soldier might have
notice events happening on this Core.
his Core configured to unlock his gun’s Core, turn off its
safety, and enable his tactical software, all with a single A Digital Perception check can only see one Core; no matter
macro (and if a neural interface is present, this can even be how many hits in the bank, it is not possible to get the
a free action). layout of the entire network topology with a single test on a
peripheral node of it, although the immediate connections
In general, a player does not need to spell out every
may be viewed. However, in some cases, there is a master
single Script Macro that his Core is capable of, with the
record of the network’s topology available on a sysadmin’s
assumption being that most people will have huge
Core. (See Network Topology on page 97).
numbers of Script Macros at their disposal. If it is believable
that the character would have a macro ready to go that
does any particular set of actions, the GM should allow it
to take a single Digital Macro to execute. This is at the sole
discretion of the GM. If the player would like to be certain
that a given Script Macro is available, then he should have
such a list written out beforehand.

94 Computer Cores & Hacking


Data Search Data type Size at CPU TL 4
Sifting through large amounts of data to find the one key
Binary 0
piece of information needed is a skill in itself. This test
is a PER + COMPUTER (DATA SEARCH) test. The threshold Text record 1
is anywhere from roughly 2 to 6, determined by the GM Images/audio 2
based on the complexity of the system and the obscurity Video 3
of the data being searched for. This applies to finding files
3-D scan data 4
on a single node as well as searching a whole network for
publicly available information. If appropriate, the surplus Scientific/scope data 6
hits may be banked to obtain further information on the AI Consciousness 10
same subject later.
Storage increases drastically with tech levels. For every two
Data Modification CPU tech levels of a culture from which a device originates,
Creating new data or modifying existing data involves its effective STO Attribute may be increased by one. At the
a INT + COMPUTER (OPERATIONS) test. If the data being highest tech levels, even a single smart lightbulb (with a
created is fraudulent, it may require another test (usually a small, cheap, embedded Core) has an effective STO of 6,
Specialization within the Art Skill, such as Forgery, Graphic allowing it to store large amounts of complex data. For this
Design, or Animation/Video) to come up with the data. reason, at higher TLs, storage considerations may be simply
Deleting data requires no test, only access to the data itself. ignored (at the GM’s discretion) on the assumption that
everything you could possibly need could be stored on any
particular device you have.
The Processing Attribute (CPU)
The CPU Attribute determines the relative power of the
Core’s processor. This Attribute determines how effectively Transmission Rates
the Core can execute commands. Data transmission is extremely fast, usually more or less
instantaneous. The following table may be used; the time
In gameplay terms, a Core can execute a number of actions assumes a CPU TL of 4, and short range. Like data storage,
in a Digital Macro equal to its CPU Attribute by spending transmission times are effectively dropped by one level for
1 point from its own Initiative Bank. (Any action the user every two CPU TLs (this is crucial to keep in mind for huge
takes will require at minimum 1 point.) The CPU Attribute data; a 10-sized data block would take 1 year to transmit
is not generally affected by the CPU TECH LEVEL, especially at CPU TL 4, but only 12 hours at CPU TL 12.) Additionally,
when interacting with other devices. The protocols that transmitting data over long range will reduce the speed of
higher-TL CPUs must utilize are going to take more power transmission, at the GM’s discretion.
in general, balancing out the advantages. However, when
processing raw data, a higher-TL CPU will indeed be more
Data Size Time to transmit
powerful and versatile, providing the CPU TL as a dice pool
bonus on the test. Such tasks include automated scanning 0 1 second
of security footage, faking images or video, finding patterns 2 10 seconds
in large sets of data, and so on. 3 1 minute
5 1 hour
The Storage Attribute (STO) 6 12 hours
Files stored in a Core take up space, and the amount of
10 1 year
space offered varies by device. Each device has a STO
Attribute, and the actual value of this Attribute increases
exponentially. In a very approximate sense, it takes roughly
100 items of a lower tier to escalate its storage to a higher
tier. Consult the table for some examples of data that
may be stored on various devices; obviously this is not an
exhaustive collection of types of data, but should serve as a
guide to figure out any other types you may need to store.

Computer Cores & Hacking 95


When attempting to communicate across distances, the Gaining Access
time required is increased according to the following table. The first task is to find an access point, a way to get your
foot in the digital door. Most networks are connected to
Range Time multiplier a worldwide network (such as the Internet on Earth), and
Close 1 this can serve as a default entry point, though not the only
way in. Any wireless connection, even if it not connected
Across the planet 3
to a wider network, may be exploited, as can any wired
Within planetary system 10 connection if one has physical access. If none of these
Interplanetary 50 methods are available, an Access Test may be required
to gain access through a less conventional interface (see
“Access Tests” below).
The Network Attribute (NET)
Some organizations with tight data controls will isolate
A Core’s NET Attribute is simply the number of other Cores
their network from the wider networks. This may be
it can be actively connected to at any particular time. This
absolute, with literally no connections to the outside
number generally only matters if it is very low or if the Core
network, requiring physical access. Often, though, the
is being very heavily used. In particular, this score is the
intranet will simply be blocked from the network by a
reason that embedded devices usually do not serve as good
high-level firewall, which could feasibly be hacked through.
proxies, for example.
However, most hackers won’t have the resources required to
hack through such a firewall, and physical intrusion will be
User Interface the preferred method anyway.
An interface is the means by which a user interacts with a
Core, giving it commands and receiving feedback. Some
Access Tests
Cores come with an interface, while others allow you to
If there is no obvious Access Point, a hacker can create
choose one. The only Attribute that a UI has is Design,
one. Other input devices can serve as an access point if
which grants a positive dice pool modifier when using
their input can be altered via what’s called an Access Test.
the interface. An interface may provide other benefits
Typically, the first thing done once one of these exploits
such as concealability; more notably, however, is the
succeeds is to enable a wireless function; if that is not done,
Neural Interface which turns Digital Macro actions into
the Access Test must be repeated every time.
Free Actions.
Voice command and speech recognition are among the

Hacking easiest to exploit, requiring the hacker to craft an audio


signal that can gain access. This is, of course, audible to
Hacking requires a number of things to go correctly in the enemy, making it a risky prospect in some situations.
order for the target computer Core to be affected. First, the Similarly, a visual pattern (sometimes called a “flash
hacker needs access—some way to interact with the target hack”) may be used to exploit visual sensors. The sensitive
computer, whether in person or over a network. Second, electromagnetic input that drives a neural interface is
the hacker needs to gain permissions, often by tricking the vulnerable to an Access Test by standard wireless hardware,
computer into accepting a command from an unauthorized with different thresholds for an external neural interface
user (the hacker). Next comes the objective, the action the compared to one hardwired into the brain. If none of the
hacker is actually trying to take; finding or modifying data above are available, a Remote Electromagnetic Modulator
is the most common of these actions. Finally, the hacker can serve as a last resort, hacking into any Core regardless of
will need to deal with the response of security, either of the connections; If a REMM is being used on a Core, any action
target computer system or its sysadmin. involving that Core has a Glitch Risk of 2. No system is truly
unhackable, but it can be made very difficult.
There are two primary banks involved in hacking, the Hack
Bank and the Response Bank. The first represents the The requirements for each kind of access test are in the
hacker’s odds of success, while the second represents their table below. The Threshold is the required hits on a INT +
likelihood of getting caught. If at any point the Response COMPUTERS (ELECTRONIC WARFARE) test, if applicable. Each
Bank’s value is higher than the Hack Bank, the hacker action also adds the specified amount to the Response
has been noticed, either by the local authorities or by the Bank when attempted. If the access test is being done
hacking target themselves, depending on the situation and during combat, the IP cost is the cost of the action to
the story. attempt to gain access.

96 Computer Cores & Hacking


If a hacker is able to get into a location that has more access,
Access Type IP Threshold Response
such as the office or the server farm, he can get a leg up.
Direct Access 0 (none) 0 Often, there are fewer security measures protecting access
Network (Wired) (none) from inside a trusted location compared to the world at
0 +1
large. If the system being targeted is behind a firewall, then
Network 0 (none) +2 physically intruding allows a hacker to bypass the SEC of
(Wireless)
that firewall entirely. Note that many computer systems
Voice/Speech 1 4 +2 have multiple layers of firewall; different areas of the
recognition physical building may get through different layers of this
Visual Sensors 2 6 +3 security system.
Ext. Neural 1 4 +2 A character that is physically near such an access point may
Interface roll an INT + COMPUTER (HARDWARE) test to try to tap into
Hardwired Neural 2 6 +3 connections, such as networking cables running between
Interface secure areas, which may be running through less secure
Remote EM areas. Succeeding at this test gains the same benefits as
2 6 + CPU +6
Modulator intruding into the secured area. The threshold for this test
may be anywhere from 2 to 6 depending on the amount of
The threshold on any Access Test is reduced by 2 if the security present in the building in question, as the process
targeted system is known to the hacker (either through the is likely to be very visible. It is recommended that the GM
character’s own history or via a relevant Interest check). This require the player or team to roleplay the process of getting
represents a level of familiarity with the targeted system in and covering or disguising the tap into the network.
that may include certain vulnerabilities in their established
protocols. Escalating Privileges
This test should never need to be repeated on the same Having access to the machine is not enough on its own;
target (or anything on the same network as the target); the hacker must then convince the target system that she
once you’ve got your foot in the door, you can always can be trusted. This part of the process involves an INT +
get back in the same way. However, while the test is not COMPUTER (HACKING) test; the threshold depends on the
required, the action must still be repeated, costing IP. For target’s Hacking Reaction Mode, and any surplus hits are
this reason, enabling wireless access is often the first order banked in the Hack Bank, which may be spent to perform
of business once access to a system is gained. actions with the hacked Core. The escalation test may be
repeated as often as desired, but keep in mind that each
time it is, a Glitch Test is rolled using the Response Bank as
Physical Intrusion Bonuses
the GR. (Additionally, the Response Bank may be getting
increased with each escalation if the Core has Active
Defense enabled.)

Hacking Reaction Modes


Cores respond to attempts at hacking in different ways,
depending on their usage and the level of security and
convenience required. The key thing to note is that the
system’s legitimate owner is affected by these modes as
well; the more convenient the mode is, the less secure
it is. A Core may have one of three modes enabled, with
an optional “Active Defense” mode on top of it. Changing
between them requires a Digital Macro action.

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

Computer Cores & Hacking 97


refused to hire one). Sometimes Cores are open by design When attempting to escalate permissions on a Core in
(for example, smart light bulbs in low-priority areas are Lockdown mode, the test’s base threshold is the Core’s
sometimes unsecured so that anyone nearby may turn SEC. If the attack does exceed this threshold, a Core in
them on.) Of course, a hacker may switch a Core’s mode Lockdown will automatically spend any IP it has to increase
to Open as his first order of business, making his job a the threshold by the LKD per IP spent, until either the
lot easier. Core is out of IP or the attack has failed. For this reason, a
low Lockdown Attribute is often worse than not having
Standard
Lockdown set at all, as it will quickly burn through the
Most Cores a hacker will encounter in the wild will be in Core’s entire ability to act.
Standard reaction mode. The Core takes no IP to operate.
When a Core in Standard mode is the target of a hacking
Active Defense
attempt, it always uses 1 IP of its own Bank to defend itself;
the threshold when doing so is its SEC. (If it has no IP, it is An additional modification over one of the other modes
effectively Open.) Standard mode devices are particularly (typically Lockdown). On a Core’s next action after a hacking
vulnerable to DDoS attacks. attempt, it uses 1 IP to make a Digital Perception test (for
Cores, the pool for this test is CPU + SEC) to determine
Lockdown the source of the attack, adding its hits to the hacker’s
A computer that is expected to be attacked is likely to be set Response Bank.
to Lockdown mode. This mode requires a certain amount
of competency to set up, so the first time a user puts her DoS Attack
equipment in Lockdown, she will roll INT + COMPUTER A Denial-of-Service attack involves many small, insignifi-
(SECURITY SYSTEMS). This result is stored in the Core’s cant hack attempts intended to wear down the defenses of
Lockdown Attribute, or LKD. If a glitch is rolled on this test, a Core and cripple its actions. This is mostly useful when
the Core is (unbeknownst to the owner) actually set to the targeted Core is in Standard reaction mode.
Open mode, and LKD’s value is ignored. This Attribute may
only be rerolled by the same character if that character Because a DoS attack cripples the attacker exactly as much
has improved their Computer Skill or learned the Security as it cripples the defender, it is standard practice to attack
Systems Specialization; otherwise, it may only be rerolled from many computers against one, a Distributed Denial-of-
by a different character (for example, a competent Service attack, or DDoS. A typical strategy is to use a
sysadmin). zombie network to take down the defenses, then come in
afterwards to handle the actual hack job.
Working with a Core in Lockdown is inconvenient. Taking
any action with the Core first requires a Digital Macro An owner of a Core will usually know right away that a DoS
action to temporarily unlock it, causing a character to have attack is happening; these are not subtle. For a normal
to Blitz another Macro to do what he wants to do. After DoS attack, the Response Bank is increased by 1 for every
the action is taken, the Core will lock itself down again attack the Core makes. While the victim of a DDoS will
(unless the action was to change the Reaction Mode). It immediately be aware that an attack is happening, the
is possible to have peripheral Cores in Lockdown mode sheer volume of traffic in a DDoS serves to mask the real
while a character’s main Core is in a different mode; if your source of the attack, and thus, a DDoS does not increase the
smartgun is in Lockdown, for example, you might have Response Bank.
a Pack Core (whose SEC may be higher) that is capable of When using a DoS attack, every Core involved will be
unlocking the gun and performing actions. This is colloqui- expected to use its full IP refresh rate (the first number in
ally referred to as having one device “slaved” to another. In the Bank Attribute) every turn to attack the target. If the
this scenario, operating the smartgun requires only the target is in Standard Raction Mode, simply reduce the
single Digital Macro, while the gun gets the security of target’s IP Bank by this value. It usually takes only a handful
Lockdown mode. Of course, this means that if the master of Cores attacking a single machine in Standard mode to
node (in this example, the Pack Core) is hacked, then reduce its IP to nothing, at which point a hacker may easily
anything slaved to it would also be hacked. If a Core is in the exploit it with much less resistance.
Lockdown mode, it can continue to run its own programs
autonomously without penalty. An office security system If the target is in Lockdown mode, a Core attempting to
will continue to record cameras and manage the door locks, DoS the target does not force an IP expenditure unless
for example. It will only need to be unlocked when the user the attacking Core’s CPU Attribute is equal or greater
needs to access the system. than the target’s SEC. If so, the targeted Core will spend

98 Computer Cores & Hacking


1 IP as normal. Thus, performing a DDoS against a target
ENGINEERING) Skill Specialization. It may be done virtually,
in Lockdown generally requires high-end devices, and
which may require the ART (FORGERY) Skill instead. In any
many of them.
case, the result of this roll is added to the Hack Bank; note
that the hacker will still need to gain access to the Core
Social Engineering Bonuses through other means before being able to use these hits.
If the hacker uses the bonus from social engineering to
escalate privileges, then he cannot gain more access than
the target had. Only one social engineering bonus may
apply to any given hacking attempt. Glitches during a social
engineering test should expose the hacker personally, not
merely their Core’s address or location.

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.

Computer Cores & Hacking 99


If a hacker glitches on a test that he is conducting through Spoof—Force User Actions
a Proxy (especially an anonymous one that may not The next thing a hacker can do is to force an action as if the
legitimately belong to him), then this provides some hacker was a regular user. The possible uses of this are too
additional options for things that can go wrong. Perhaps numerous to list, but by and large, any kind of alteration
one of the Cores he was using as a Proxy happens to belong to data on the Core or attached devices will probably fall
to the wrong person, who noticed the hack (or wants under this category, in addition to giving commands to any
revenge after the main hacking target mistakes them for slaved Cores. Common uses for this include modifying data,
the hacker). Or perhaps one of these proxies has a hidden turning linked devices on or off, and controlling drones’
security response or happens to be patrolled by network actions. If the action would normally require a test on the
security at the moment the hacker is routing his attack part of the owner, it would require the same test and IP cost
through it. by the hacker.

Hack—Forced Sysadmin Actions


Objective
Actions that the system administrator would perform are
Once a hacker is into the system, she will want to perform
often the most useful for continued actions. This allows the
some sort of action. Any kind of action on a hacked device
hacker to continue her attack on the system unimpeded.
requires the hacker to spend points from the Hack Bank.
Examples of this kind of action include:
(The number spend for each action is the number in
parentheses.) If the Core has no IP left when the action ʝʝ C
 hange hacking reaction mode
is forced (as is often the case for Core in Standard or (Open/Standard/Lockdown)
Lockdown mode), the forced action will be the first thing
ʝʝ Enable/Disable Active Defense
to happen on its next turn, and it will reserve enough
of its IP (not spending it on defense from an ongoing ʝʝ Wipe device
DDoS, for example) to carry out the forced action. For the
ʝʝ S hut down Core (note: shutting down
hacker, these actions are treated as Digital Macros in terms
attached devices is a Spoof action)
of IP spent.
ʝʝ Enable/disable wireless
Action Hack Bank cost Response ʝʝ Use this Core as a proxy
Breach 1 +1 ʝʝ P
 erform any of the above actions
Spoof 2 +1 to any slaved Cores

Hack 5 +2 Pwn—Own the System


Pwn 8 A character may attempt to ‘pwn’ (pronounced simply
+5
“own”) a device—to change its master administration
access, denying its legitimate owner access. Once this
The first time a hacker attempts to perform any of these
is accomplished, there are three options for the victim:
actions, the Core’s rightful owner may make a PER +
restore from a backup (losing some data), reformat the
COMPUTER (SECURITY SYSTEMS) test. These hits are added to
device (starting over from factory settings and losing all
the Response Bank.
data), or try to hack it back (using the exact same process
the hacker used in the first place). Many professional
Breach—Read-only Actions operations have multiple redundant backups, and once it
The simplest thing to do is to read or gain a copy of data is clear that a system has been pwned, will not hesitate to
on the target Core. This includes copying files as well as restore from a backup; this process can take anywhere from
tapping into existing data feeds (though not turning on a few minutes to a day, based on the overall complexity of
any feeds that are not already active). This action will most the system and the competence of the sysadmin.
likely involve a PER + COMPUTER (DATA SEARCH) test to find
A Core’s legitimate owner will usually know instantly that
the appropriate data. If the hacker has direct physical,
his Core has been pwned the next time he tries to use it.
wired, or wireless access, it is generally possible to simply
Many owners will shut down the Core at that point and
grab everything and search through it later.
reformat it, though some get more creative.

100 Computer Cores & Hacking


Effect of TLs on Cores retribution, possibly damaging the hacker’s device or even
The CPU Tech Level of a culture that produces a given Core the hacker himself if a neural interface exists.
determines the types of Cores and UIs that are available, of If the hacker feels they are nearing detection, they can
course. However, it also has an effect on certain aspects of choose to disconnect and zero out all hits from both the
using the Cores. Hack Bank and the Response Bank at any time. If a response
The effective Storage is directly modified by the TL. The CPU hasn’t yet been triggered, there is no consequence to this.
Attribute may be modified by the TL in certain situations, If the hacker was detected before this, the target remains
particularly when doing raw processing such as altering alert and the Response Bank will begin at a value of the
videos or analyzing scan data for patterns. GM’s choosing should the hacker attempt to hack the same
target again.
Other Core Attributes are not affected by TL directly.
Although the Cores themselves are getting more
powerful, this is counterbalanced by other things that are Virtual Assistants
increased as well. A higher-TL Core has more power but
A Virtual Assistant is a piece of software designed to
it is spending more of that power on things that are now
interact with its users and perform basic tasks. The earliest
standard, such as increased security required to counter the
assistants were not good for much more than setting
also-more-powerful Cores that would now be trying to hack
reminders or checking the weather, but as time progressed
into it, or (generally non-optional) graphics that are much
they became capable of more and more. Assistant software
fancier than they were a decade ago.
at the point of CPU TL 7 is capable of understanding and
If a hacker using equipment from one culture is attacking carrying out complex requests, and even overcoming
a Core from a different culture, the TLs of these two may be straightforward obstacles in carrying out these requests.
different. In this situation, the difference in TLs is applied as
a dice pool modifier in favor of the Core with the higher TL. Creating a Virtual Assistant
Every Assistant has a Rating, determined when it is
Response Bank and Consequences programmed. A single purpose Assistant software may be
The Response Bank is increased by most hacking actions as programmed by rolling INT + COMPUTER (PROGRAMMING);
described throughout this chapter. It represents the level the hits rolled are banked, and this bank is used as the
of awareness of the hacker’s actions. The hacker typically Assistant’s Rating, usable for only one situation for which it
should not be aware of the value of the Response Bank. has been designed. Writing such a program takes approxi-
Once the Response Bank’s value exceeds that of the Hack mately one hour.
Bank (including when this happens because the Hack
General-purpose Assistant software, which may be copied
Bank’s hits have been spent), the hacker’s illicit acitivities
and used for multiple purposes, is much more difficult to
have been noticed and traced back to their source.
write, and is usually purchased from expert programmers
The environment and situation determine both who has instead. The maximum Rating available for purchase is in a
discovered the hacker and what their reaction will be. The given culture is that culture’s CPU TL—3.
most common reaction from normal users is to simply cut
off the hacker’s connection to the target. If it is the target Rating Threshold Base Cost
that noticed the activity, they are likely to shut off their own
1 1 100
network connection. If the local network authorities have
noticed the activity, whoever they may be, then it’s more 2 3 400
likely that the hacker’s own connection will be forcibly 3 6 900
disconnected or jammed. 4 10 1600
More vicious responses to being hacked are uncommon, 5 15 2500
but some high security environments will employ these
6 21 3600
tactics. The authorities may attempt to locate the hacker
physically as well, particularly if the hacker’s activities were
Creating a general-purpose Assistant is intensive work,
not merely inconvenient but also illegal, and may send
requiring repeated tests, each test involving one week’s
security forces in the real world to apprehend the offender.
work. First, the programmer selects the desired Rating
The victim may attempt hacking the hacker’s device in
of the Assistant software; the threshold (from the table
above) is the total number of hits the programmer will

Computer Cores & Hacking 101


ultimately need to obtain. The dice pool for each test is INT To everyone else, the user appears to be making nonsensical
+ COMPUTER (PROGRAMMING)—BANK. The Bank begins at 0, hand gestures in the air, not unlike a fantastical magician
and the hits from each test are cumulatively added to the casting a spell. These gestures may be data input, or may be
Bank; progress will slow down as the project proceeds. invocations to control devices and virtual entities.

Once the Assistant is created, its code may be stored, copied,


The Network Algorithm
used, and sold without limitation.
Technoshamanic communities are run by the network
algorithm. This distributed algorithm may call upon any
Virtual Assistant Skills member at any time to perform a mission vital to the
When an Assistant is created, the programmer may include network. The algorithm determines its own needs and
levels in Skills that the Assistant may use. The total ratings assigns its resources as it deems necessary.
of these Skills may not add up to be higher than its Rating,
and each Skill may not exceed the programmer’s own level It’s important to note that the network algorithm is not an
of that same Skill (characters assisting the programming artificial intelligence. The network is heavily dependent
process may not contribute towards this). Most common is on the sentient beings it governs to make decisions about
the Computer Skill, but Art and Influence are also known how to handle problems, forming an effective symbiotic
to appear in these Assistants. Skills that aren’t useful in relationship with biological life forms.
the digital world (such as Survival) may be included in
order to assist characters performing these Skills in the real The Shamanic Language
world (in the case of Survival, for example, by highlighting In addition to being more advanced than the general
poisonous berries or helping identify clean water sources). population’s computer technology, the Cores of the
Technoshaman culture are used very differently than other
Using a Virtual Assistant computers. This is represented with the Shamanic language,
Once the user has a Virtual Assistant available, the which is a constructed language exclusively designed for
Assistant may be set on tasks independently or may assist Core interaction. The Shamanic language is treated much
a character directly. When on independent tasks, an like a verbal language - it is considered to be part of the
Assistant uses its Skills by using its Rating in place of the European language family, and the network of each world
relevant Attribute, and suffers a +1 GR to all actions (with a (such as Earth) has a dialect. Someone unfamiliar with
glitch generally meaning the Assistant has encountered a the Shamanic languge will find these Cores difficult if not
scenario its programming couldn’t anticipate). Assistants impossible to use. (For reference, all tests using a language
can use their Skills to assist characters with many tasks, and the character does not know have their dice pools halved,
when doing so, do not take the GR as they do when acting and the GR of any dependent action is increased by 3.)
independently. Technoshamans attempting to use non-Shamanic Cores
find the process cumbersome, and should be considered to
be defaulting on the relevant Skill even if they have it.
Technoshamans The Technoshamanic Interface avoids the user interface
Rising around the turn of the 22nd century, Technoshamans paradigms of other Cores, such as windows, buttons, and
represent a new way to use technology to organize and pages of text. Though the Cores are capable of emulating
arrange the livelihood of its participants. Technoshamans this to a degree when needed (such as when accessing data
rely heavily on a distributed network algorithm in place of via the network that is only available in these antiquated
any sort of Human governance. forms), the two primary means of using the technosha-
manic network, the neural interface and augmented reality,
The Technoshamanic Interface both use the Shamanic visual language throughout.
Users and Agents of the network most commonly interact Commands are given to Shamanic Cores in the Shamanic
with it via AR/VR goggles or contacts. When used this way, Language, a means of communication that is compatible
the technoshamanic interface presents itself to the users with (and easily converted between) hand motions, visual
as virtual floating runes and icons which can be interacted diagrams, and neural patterns. Between the three, the
with directly using the Shamanic language. These runes are language is usable with minimal translation by any species.
only visible to wearers of AR/VR equipment, and even then Few if any know Shamanic as their only language, and
only those for which the technoshaman has chosen to share though it can be used for communication from person
(usually close friends or those he is working closely with). to person, this is not its intended purpose and most

102 Computer Cores & Hacking


Technoshamans use their native language most of the time
to communicate with each other. The language is explicitly
logical and is designed to be syntactically unambigu-
ous, and thus can be used to efficiently and precisely
control a Core.

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.

The Upper World


While Assistants tend to be dry, dull, and matter of
fact in the way they operate (except when specifically
programmed not to be, such as with the Influence Skill),
network spirits have much more variety and personality.
When a technoshaman compiles a spirit, a significant piece
of the code (most of the personality of the spirit) comes
from a database of interaction codebases, referred to in
technoshamanic lore as “the upper world”. Unlike Assistant
software, these interaction codebases are persistent; when
a single-purpose network spirit is finished with its task, its
personality returns to the upper world, and it retains its
identity as well as much of its memory of its past self. If a
spirit was handling sensitive information, the invoker may
wipe this information before it returns to the upper world.
General-purpose spirits do not return to the upper world,
but will have the experience of past missions.
Because spirits are persistent, technoshamans have
a practice of treating their spirits with respect. While
most hackers will simply order their Assistants around,
technoshamans tend to make requests of their spirits
instead. Technoshamans will sometimes invoke the same
spirit again in new incarnations, and while spirits will
always obey their invoker, they can be much less pleasant to
be around when they have been mistreated in the past.

Computer Cores & Hacking 103


In addition to pressure, living things also require specific
Life Among the chemicals (usually oxygen) to be in the air. If the percentage
of these chemicals is lower than expected, treat it the same
Stars as being 1 point outside the survivable ATM range; if absent
entirely, treat it as 2 points outside. This is not cumulative
Though humanity is near and dear to us, it is hardly unique with damage from actual ATM environment damage; use
in the galaxy. We’ve learned that the galaxy is teeming whichever damage value is greater.
with life, and all of it has different attributes, tolerances,
strengths, and weaknesses. The different sentient species of Radiation (RAD)
the Orion Arm along with their physiological properties can Certain levels of ionizing background radiation are always
be found in the Reference section on pages 207–230. pouring in, usually from stars, but also from many kinds
of weapons and other environmental factors. Different
Tolerances species are built to function in and tolerate different
background levels of radiation, and some can survive spikes
Every species has particular environmental conditions it higher than this. High levels of ionizing radiation typically
can tolerate. Anytime a character is in an environment cause cellular DNA to mutate, triggering a wide variety of
that is not compatible with her species’ biology, she takes medical issues across different species, including cancer.
damage repeatedly. The interval for this damage could be
anywhere between 1 Combat Turn and 1 hour, at the GM’s Gravity (GRV)
discretion; most commonly it’s 1 minute outside of combat
and 1 Combat Turn within it (being able to focus and calm
oneself can make it easier to survive extreme conditions,
at least temporarily). Regardless of duration, entering the
“danger zone” of any tolerance threshold will always cause
environmental damage to apply at least once.
One point of Physical Damage is received for every point
outside the tolerable range of the character’s species.
The ranges given are inclusive. For a Human character,
for example, the temperature range is 2-3. If the ambient
temperature is 3, she suffers no ill effects; at 4, she’ll take
1 point of damage; at 5, she’ll take 2 points; and so on.
This damage is resisted as described below.
The character takes two points of Stun Damage for every
point of Physical damage taken this way; this damage does
not overflow like normal Stun damage does, and as soon as
the character returns to a friendlier environment, she gets
an immediate recovery test (WIL + ANY RELEVANT SPECIAL-
IZATION) to heal this Stun Damage. This additional stun
damage does not automatically apply to attack damage
types that include an environmental component such as
Freezing damage (see page 71).

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.

104 Life Among the Stars


gravity levels may disrupt biological processes that depend Tolerance Surplus
on gravity. Sometimes rules (for example, damage resistance rules
This tolerance would more accurately be described as the for certain types of damage) reference an environmental
amount of acceleration the body can withstand, which is tolerance “surplus”. For example, “upper-ATM surplus”. This
not necessarily the same as the total force of gravity that refers to the difference between the current environmental
exists. For example, in Low Earth Orbit, a spacecraft is still attribute and the specified character’s range tolerance for
affected by 80% of the gravity as affects someone standing that attribute. For example, in an environment with RAD
on the surface—but because the ship is in free fall, the 3, a Human (RAD tolerance 0-4) will have an upper-RAD
gravity does not have any real effect on the people in the surplus of 1.
craft. When not resting on a surface, the only “gravity” that
applies to this tolerance is the force exerted by the ship’s
engine or by atmosphere outside the ship, in addition to
Environments
any artificial gravity that may be in play. Most engines,
when under a particular level of thrust (or TR), exert an Environments on Spacecraft
equivalent level of GRV on their occupants, with the notable For manned spacecraft, it is assumed that the environment
exceptions being gravity drives. inside is compatible with the biochemistry for the species
that built it. There are times, however, when a craft will
Resisting Tolerance Damage be built for a different biochemistry, or have multiple
environments (for example, consular ships heading to an
When a character first transitions from a safe environment
exotic world). In general, a modification to a ship to allow a
to a dangerous one, she rolls a single environmental
different biochemistry environment would cost about 10%
damage resistance test and banks the result; as environ-
of the cost of the ship and must be done at a spaceport.
mental damage is recieved, this bank may be spent instead,
until it is depleted. The test for this is usually BOD alone.
Re-entering a safe environment clears this bank, and she The Environment of Space
will be able to re-roll the bank the next time she transitions.
Certain skills may assist this damage resistance roll, taking
certain actions to mitigate the damage based on related
expertise. The environmental specializations that may be
used in this way are listed below.

Attr Applicable Specialization


TMP Science (Thermodynamics)

GRV Science (Physics)

RAD Medicine (Radiation Toxicology)


Sharing Oxygen
ATM Athletics (Breathing Techniques)
Though planets have their own environment ratings listed,
space is similar no matter where you are, so its stats are not
The case of low TMP has one additional defense possible.
always given. The main variable is proximity to a star.
If there are multiple warm-blooded characters trying to
survive cold temperatures, the characters may huddle ATM is always 0 in a vacuum. GRV is 0 when in free fall;
together for warmth, and all characters gain one hit to when under thrust on a spacecraft, GRV is equal to the
the environmental damage resistance bank for each other active TR of the craft.
character in the huddle.
Every star listed has a RAD attribute. At orbital level 0
around this star, this attribute is the RAD and TMP environ-
mental attributes for space. For every orbital level around
the sun higher than that (typically one level for each
planetary orbit), these attributes are reduced by 1, to a
minimum of 0. If the character is in the shadow of a planet,
both are reduced to 0.

Life Among the Stars 105


#
TMP ATM RAD GRV
Near absolute
0 0–100 K -273– -173 C -459 F– -280 F Vacuum No radiation 0 Sv Free fall
zero

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

Earth, Sea Nuclear


3 Room temp 274–322 K 0–58 C 32 F–119 F 100 kPa 50 mSv 0.7 G
level worker

3m Dangerous 400
4 Meat Cooks 232–373 K 59–99 C 119 F–212 F 150 kPa Earth Surface 1G
underwater rads mSv

40m Severe rad


5 Boiling 374 K 100 C 212 F 400 kPa 2 Sv 1.5 G
(SCUBA) Poisoning

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

9 Lava 1000 K ADS Suit 7000 kPa 100 Sv 6G

Venus' Fatal to
10 9200 kPa 200 Sv 8G
Surface Cockroaches?

11 Iron Melts 1200 K 500 Sv 10 G

Surface of
12 1000 Sv 25 G
Sun

13 50 G

All solids
14 4400 K 100 G
melted

15 200 G

Surface of the Marianas Surface of the


16 6000 K 110 MPa 500 G
Sun Trench Sun

17 Blue giant 10000 K 1000 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.

Life Among the Stars 107


When buying gear, the statistics of one’s own Culture are
One Among the secondary to those of the Culture being purchased from.

Crowd Motivations, Qualities, Skills


Each Culture has a certain attitude, and sometimes these
attitudes come with expectations. A resident of Redland,
Cultures for example, is expected to have a Prejudice motivation
against any non-Humans. Any character that is a part of
a particular Culture must take these skills, qualities, and
motivations as a part of their character.
These aspects—Universal Motivations, Qualities, and
Skills—are not strictly universal, however. Several qualities,
mostly Counterculture, revolve around not taking these
when your Culture requires them. Anyone who is known to
not conform to the Universals is at a -2 dice pool modifier
on all social tests involving other members of that Culture,
and is likely to be perceived as not being a “real” member of
the Culture.

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).

108 One Among the Crowd


Faking Culture represents how much influence the Subculture has over the
It’s possible, though difficult, to fake being a member of world. There are some modifiers that can make Reach go
another Culture. This could get you a number of benefits, above 6. Most Subcultures are specific to a planet or a star
whether it be a chance to associate with people you system, but a few have wider reach. If two members of the
normally wouldn’t be able to or getting gear from a Culture same Subculture are interacting and a social test is required,
that’s cheaper than yours. the difference between their two Rep scores will serve as a
social modifier in favor of the higher ranked member.
Faking a Culture is mostly about faking the motivations,
qualities, and skills of that Culture. The character The XP cost of a Subculture is given by the formula (REACH +
attempting to fake his Culture makes a MAN + INFLUENCE QUALITIES) × REP, to a minimum value of REP.
(DECEPTION) test opposed by the CHA + PER of anyone Subcultures can be bought either at character creation or
from the Culture being faked. He also takes a -2 dice pool later. To upgrade your Rep within a Subculture, simply pay
modifier for every Universal Motivation, Quality, or Skill the difference; this does take time, however, as it generally
that the faked Culture requires that he does not have. involves spending time exploring the community and
Immersing oneself in the Culture being faked for a long getting to know its denizens. Upgrading the Subculture’s
period of time makes it easier. The faking character gets +2 Reach and/or Qualities is usually not possible, although
dice after one week in the Culture; +5 dice after one month; these may change over time with the GM’s approval; when
or +8 dice after one year. they do, the character must pay the XP difference between
the values. If he can’t or won’t pay the difference, he may
If the Culture being faked does not include the faker’s drop his Rep with the group to compensate.
species, it’s probably impossible to fake it in person. It may
be possible under certain conditions , but these situations Subcultures can be used to find information or put you in
are going to be few and far between. If the faker cannot be contact with people who are useful. Subcultures have a
seen (yelling through a wall or talking online, for example) flipside, however, in that they may lead to a lack of privacy.
faking the Culture is possible, at a -4 dice pool modifier, Anything that is posted on an virtual discussion board, for
cumulative with all other modifiers. example, may get logged and searched by the authorities
or your enemies. Similarly, if you put out feelers into a
large social organization, gossip may come back to haunt
Subcultures you. If someone is searching for information on a character
or watching out for him to appear, his use of a particular
A Subculture is a group of like minded people, often a group
Subculture during that time adds the Subculture’s Reach as
that congregates in a particular place, whether in the real
a dice pool modifier to find him.
world or the virtual one, or a group that supports a common
cause, like militaries. Subcultures may be companies,
gangs, volunteer organizations, religions, online message Subculture Qualities
boards, or any other group of people. Subcultures can be Anonymity (2)
used like contacts; posting for help on a network forum Due to a peculiarity in the way people interact, nothing said
about weapons will probably yield useful information. within this Subculture can be tied to any particular person
Being a part of a Subculture as a character means that you or identity. Using this Subculture does not incur bonuses
understand the proper etiquette of that Subculture; you for anyone searching for the user, and the threshold
know how to ask for help without looking clueless and for detecting an identity imposter via this Subculture is
worthless; you know how not to draw too much attention to increased by 2.
yourself; and you know the “secret handshakes” associated
with it. Whether or not you personally know a single Black Market (4)
member of the Subculture is usually immaterial, although This group knows how to get around the law to get its
most members of the Subculture will recognize you as members what they need. Getting illegal equipment,
“one of them”. information, or advice is easier, effectively adding 2 to the
Subcultures have two attributes: Rep and Reach. Rep is Subculture’s Reach for this purpose. On the flip side, the
usually rated from 1 to 6 (though it can go higher), and authorities will occasionally harass a character that is a part
represents your reputation in the group, or how well of this Subculture for other members’ crimes.
ingrained into the Subculture your character is. At Rep 1, Local Scope (-2 or -4)
you’re an unknown; at Rep 6, you are well-known through-
This group is specific to a particular planet (-2) or even a
out the community, and other members will go out of their
particular region on a planet (-4), and has no noteworthy
way to win your favor. Reach is usually rated 1 to 6, and

One Among the Crowd 109


presence anywhere else. On the plus side, if seeking Subculture. The cost of such a Subculture will vary only via
information relevant to the area and its scope of interest modification to the Rep of the character.
(such as finding a piece of gear for sale locally, for example),
the test to find that information will gain a (REACH / 2) Gear in the Military
bonus for planetary scope, or a (REACH) bonus for sub-plan-
etary scope.

Member Dues (-1 × Level)


This group requires that anyone belonging to it pay a fee.
At level 1, the annual fee is equal to the Base Price of the
Culture the group is based in multiplied by the group’s
Reach; for each level thereafter, the fee doubles. The level of
this quality must be at most REACH - 1.

Motivated (-1 × Level)


This group is picky about its members, requiring them all to
take a particular motivation at LEVEL.

Time Sink (-2 × Level)


Being a part of this group involves a significant amount
of time, at least 10 hours a week per level, being spent
on group-related activities. These activities are likely to
happen at times inconvenient for the character, and will
interfere with any long term activities the character is
trying to perform.

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

110 One Among the Crowd


Featured Contacts do not change the Favor value. However, most contacts that
owe favors to the player will be more likely to take their
Contacts are the people your character knows in the calls (unless they have the ‘Deadbeat’ quality, in which case
world. Most of these will be friends; some will be nemeses. they are more likely to dodge them). Doing favors for long
Featured Contacts are fully fleshed out characters, with term business contacts early on, and never cashing in on
goals and thoughts of their own; they aren’t simply tools to those favors, may be a good way to ensure that one has
be used for your own purposes. contacts to call upon in a pinch.
Contacts have two attributes associated with them, in Gamemasters are encouraged to use favors as ways of
addition to Skills and Qualities. The first attribute is Bond, getting the team into new storylines.
how close you are to this contact and how far each of you
will go to maintain that relationship. Keep in mind that
Contact Qualities
Bond works both ways, and a high Bond contact is likely to
Some contacts are really good at getting the good gear;
ask favors of you as well. The second attribute, Favor, serves
others are really good at getting into trouble. A contact can
mostly as a record of who owes whom. Skills are a list of
have up to three Qualities, each of which affects the cost
up to three areas of expertise this contact has, which are
of the contact. Some qualities are attributes of the contact
the same ass the base Skills available to players-with one
himself, but many of them are attributes of the relationship
additional “skill” available to them, Networking, which
itself. Blackmailed, for example, only works between a
represents how well connected the contact is and is used for
particular player and a particular contact. If another player
meeting new people through this contact. Each attribute
gains the same contact, the contact will probably not have
and skill ranks from 1 to 6, except for Favor, which can be
the same quality.
positive or negative, and is capped in either direction at one
fewer than the contact’s Bond. Black Market Pipeline (2)
The XP cost of a contact is given by the formula (BOND + This contact is especially good at finding contraband. For all
FAVOR) × (SUM OF ALL SKILLS) + QUALITIES. No contact can be availability tests where the item is Restricted or Forbidden,
worth less than 5 XP, no matter what negative Qualities he using this contact adds 4 dice to the test.
has (except for Enemy).
Blackmailed (5)
The player character has some kind of dirt on a Blackmailed
Contact Attributes contact, who as a result has no choice but to perform favors
for the player character. While the Blackmailed contact’s
Skills
Favor rating will not decrease with favors done, the contact
A contact’s Skills represent the skills he has available “for will be on the lookout for ways to get out from under the
hire” (not necessarily a complete list of his skills). The PC’s thumb, and if an opportunity presents itself, won’t
contact may have up to three Skills, and each one can be hesitate to get the PC out of the picture.
as high as 6 in rating. When using a contact’s Skill, the
relevant Attribute is generally assumed to be the same as Blackmailer (-5)
the skill level. No Specializations are allowed. The Blackmailer contact has some compromising informa-
tion on the player character. The contact may demand a
Favors favor of the player character, and she must make a WIL
The Favor rating of a contact is used to keep track of who + CHA (3) test in order to have the option to avoid doing
has done favors for whom lately. A negative score indicates it. Even then, there may be repercussions to the player
that the player owes the contact a favor, while a positive character. The player gains no Favor for helping this contact
score indicates that the contact is the one in debt. Favor is if she’s forced to.
capped, both in the positive and negative directions, at one
Deadbeat (-8)
less than your Bond. For example, if your Bond is 4, then
Favor ranges from -3 to 3. If you ask a contact for a favor The Deadbeat contact shirks his personal responsibilities.
that would put the Favor rating outside this range, they will Anytime he has a responsibility to someone or owes
generally refuse. someone a favor, he is likely to vanish; the bigger the favor
or responsibility, the higher the chance. When this contact
Favors, in general, scale with the quality of the contact. A is called, roll a d6; if the number rolled is lower than the
low level contact might have a Favor satisfied with a nice current Favor owed by the contact, he will dodge the
meal; higher-level contacts will demand more intense call. The GM may make the contact unavailable for other
favors in return. Most services that are rendered for a fee responsibilities as well.

One Among the Crowd 111


Devoted (10) Well-equipped (4)
This contact is absolutely and completely dedicated to This character has a garage, a dojo, a lab, an arsenal of guns,
the player character, like a parent to a child, or a member or some other similar asset that helps him with one of his
of a personality cult. In addition to the cost of the quality, Skills. What this asset is should be chosen with the quality.
the contact must already be at a Bond of 6, and his Favor He gets +3 dice on all tests for his Skills if he’s able to use
rating must be 0 or above. The advantage is that, generally, this asset.
this contact behaves as though he owes the player many
favors, up to and including sacrificing his life for the Enemy (Special)
character. The GM must approve taking this quality on any Unlike other contacts, an Enemy actively works against
contact. Generally, only one contact per character may have you. An Enemy gives you an XP bonus rather than costing
this quality. XP; once all the other attributes and qualities of the
Contact have been calculated, you gain that amount of
Hurricane (-5) XP instead of spending it. A character’s Enemy expends
This contact has a tendency to cause all manner of a significant amount of effort fighting against the goals
problems when he comes through, usually destroying of the player character; the “Bond” of an Enemy instead
property and denying responsibility. This can apply socially reflects how dedicated the character is to ruining the player
as well; when the character shows up, he has a tendency to character’s goals.
say the wrong thing and throw a monkey wrench into any
An Enemy cannot have any Favor rating, nor the qualities
delicate negotiations going on.
Blackmailed, Blackmailer, Deadbeat, or Devoted.
Jailbird (-2)
A contact with this quality is constantly getting caught and Generic Contacts & the Social Bank
often needs to be bailed out of jail. Each time this happens, Any points from the Social Bank not spent on contacts
the contact will owe the player a favor for it. during character creation may be spent in game on Generic
Contacts. These contacts are simple, generally one-dimen-
Old Chum (-3)
sional characters which the PC knows at an acquaintance
This contact is an old friend that has not been seen in a long level and with no favors. They have a single skill, at
time, likely due to distance, but is still friendly with the maximum one Quality, and can be invented on demand.
player character when they meet again. They may become featured contacts later, or they may be
temporary (which will cost fewer points of of the Social
Phone Tag (-3)
Bank). Even temporary generic contacts may be saved by
You and this contact tend not to be able to get ahold of
the GM to be used in future stories—if so, a PC may buy
each other in a timely fashion, likely due to conflicting
them as a permanent Generic Contact or Featured Contact
schedules. Although they do usually get back to you within
later at the regular Social Bank cost.
a day, it tends to be at inopportune moments for the player
character. Actually getting this contact in live communica- To find a new Generic Contact, the player should first
tion is nigh impossible. determine the desired level of the contact’s skill and
quality, which added together determine the cost of the
Uncouth (-4) contact. The player should also decide at this point whether
Just like the player character quality, the uncouth contact this will be a permanent or temporary Generic Contact. If
has a tendency to always say the wrong thing at the worst this is to be a permanent contact, immediately subtract
possible time. He’s the kind of guy you don’t want to bring this cost from the Social Bank and add the contact to the
around delicate situations. character sheet.

Unknown (-3) If this is a temporary contact–to be more or less forgotten


You don’t know who this contact is. You’re not sure anyone after the current situation–the player makes a roll to reduce
does. The Bond of an Unknown contact cannot exceed the Social Bank cost. This roll may be based on an Interest–
3, and they may disappear for weeks at a time with no CHA + INTEREST LEVEL–or may be based on a Subculture, in
explanation or warning. They use an alias in all their which case the roll is CHA + SUBCULTURE'S REP. If neither an
dealings, or more likely many aliases, of which you will be Interest or Subculture are relevant to the kind of contact
lucky to learn one or two. This quality is popular among needed, the PC may roll CHA by itself. The GM may apply
bloggers and conspiracy theorists, but a few power brokers any other modifiers to this roll he deems fit. After the roll,
have been known to sneak around in the shadows this way. each hit reduces the cost of the contact by 1 point, to a

112 One Among the Crowd


minimum cost of 1 point; subtract the modified cost from Your character uses the languages she knows to convey
your Social Bank. information and persuade others. A language is not simply
an entity all its own; rather, it is deeply ingrained in the
Generic contacts do not keep track of favors individually,
Culture from which it originates. A language has four levels
but do so via the Social Bank instead. If a PC does a favor
of understanding: World, Family, Language, and Dialect.
for any generic contact without being compensated for
Each level of the language may be considered a “branch” of
it, the GM may allow the player to add CHA points to the
the level above it–American is a dialect of English, which is
Social Bank. The same may be true of favors done without
a language in the Germanic family, which is a family based
compensation for any the player’s Subcultures. (But
on Earth linguistics.
keep in mind that XP earned from the military qualifies
as “compensation” in this context, so even if your military It is important to note that “World” refers to the world of
is a Subculture, you may not get Social Bank points for origin of the language tree; if a colony of Earthlings settles
following orders–only for doing favors for your fellow on another planet, that planet’s language is still considered
officers.) Likewise, a player may spend points from the to be part of the Earth language “World”. On the flip side,
Social Bank on favors from generic contacts, in the amount isolated colonies will tend to develop their own ways of
of 7 - CHA. speaking. As a rule of thumb, a colony will develop its own
dialect in 30–100 years (depending on its level of isolation),
A permanent Generic Contact may be upgraded to a
its own language in 300–1000 years, and its own language
Featured Contact, enabling the addition of more skills and
family in 2000–5000 years. (Unless all language/speaking
allowing the player to raise the Bond level and/or keep track
skills are completely lost by the civilization at some point, a
of favors. This is done simply by paying the cost difference
different language World will never emerge from natural
(either in XP or from the Social Bank in any combination).
linguistic development.)
Understanding languages closely related to your own is
Languages easier than understanding those of a different family or
from a different world; and there’s usually no problem at all
understanding those of a different dialect. When determin-
ing whether you can understand someone speaking in a
different tongue, the first step is to find what common
ground you have. The effects are determined based on that.
When dealing with understanding of different languages,
the GM may at any time call for a Language test. In this test,
the character rolls INT + PER with a threshold determined by
the GM, based on the complexity of the subject matter, and
whether or not the speaker is intending to be understood
by someone who does not speak the language. This test is
subject to all of the GR adjustments described below.
If a character has the Linguistics skill specialization, or if the
character has been communicating with the other person
for a significant amount of time (the equivalent of working
together full-time for at least a week), the GR effects
described below are all lessened by 1.
Different dialect: The conversation is more or less carried
out as normal; however, the GR of any action dependent
on this communication is increased by 2. This GR includes
social tests, but also, for example, a separate task that is
to be carried out based on the information given in the
conversation. In the event of a glitch, it should be treated as
if the glitcher misunderstood the other character due to a
social or cultural difference they did not anticipate.

Translator Devices

One Among the Crowd 113


Different language: At this point, the conversation is If attempting to learn a language without the ability to
reduced to basic words, simplistic grammar, and often hear or converse with a speaker of the language–if trying
includes a lot of pointing and gesturing; the listener will to learn a dead language or learn a language simply by
probably not catch the whole meaning, but with a little luck reading books in that language, for example–all XP costs
might be able to figure out a few words based on context are doubled, and the task requires 5 times the normal
and get the gist. All social tests have their dice pools amount of Progress Points.
halved, and the GR of any dependent action is increased
by 3. In addition, during combat, talking is a Simple Action Level XP Cost w/ Linguistics Progress
requiring 1 IP, rather than a free action. Points
Different language family: Verbal communication World 20 5 2
between people is practically useless at this stage. However, Family 20 10 5
the two share enough on a cultural or instinctive communi-
Language 40 30 30
cation level that, with time and difficulty, very basic
concepts can be conveyed. The time required to communi- Dialect 15 10 20
cate anything in this scenario is drastically increased (by
a factor of 10 or more); communication during combat
or anything time sensitive is impossible. The GR of any Language of the Ancients
communication is increased by 4. Referred to by various names–the Ancients, the Lemurians,
the Bridge-builders–little is known about the ancient race
Different world: The two characters have no common that constructed the warp bridge networks, and even less
ground or understanding on which to build any exchange is known of their language. Only with the discovery of the
of information. No communication at all is possible unless artifacts on Lemuria is deciphering the language is even
at least one of the characters learns the World language of remotely possible, but even then learners are faced with
the other. the difficulty of decoding a dead language. At this stage of
history, only one language and dialect (both “Lemurian”) of
Learning the Lingo this Language World is known.
In Afterverse, knowing a language involves four steps,
one each for World, Family, Language, and Dialect. Your
character can take advantage of the common base between
any language he knows and the language he wishes to
learn; for example, a native English speaker learning
Spanish, for example, requires only that he learn the
Language and Dialect. The same character learning to
speak Bactaran, however, require that he start from the
Bactaran world, and then learn the family, the language,
and finally the desired dialect. It is not strictly necessary to
learn all the way down to the dialect; a character may only
learn the Bactaran world, for example, and will be limited
to that level of understanding for any Bactarans he tries to
communicate with.
If a character takes the Linguistics specialization, the cost
of learning any level of language is reduced. Learning any
level of language requires a certain amount of XP (or a
different level if the Linguistics specialization is known),
and Progress Points, which are gained by using the
language or practicing for one day (just as with learning
skills). See page 29 for more information on gaining
Progress Points.

114 One Among the Crowd


a game campaign that would’ve spanned the same

The March of length of time.

History During a time skip, players should write the intervening


years in much the same way as they wrote the character’s
backstory when the character was first generated. Work
Afterverse is a game setting that occupies not just a wide
with your GM to create an appropriate story for your
area in space, but also a long swath of time. A single
character to live out during this time. Motivations may
campaign does not necessarily need to be stuck in a single
change during a timeskip.
point in time; in fact, many of the most interesting stories
are ones told over the course of generations. A single story A timeskip is also a good opportunity to replace a character
could begin with a team of scientists in 2042 and run all the you’ve grown tired of; if you choose to do this, simply create
way to the Artifact Era and beyond. the new character from scratch at the end point of the time
skip. If applicable, you may apply any Earned XP from the
previous character to a family member of that character
A Note on Keeping Time (see Bloodlines on page 119 for more details).
Even as humanity leaves Earth, the shadow of our home
planet looms large. While many colonies come up with Salary
their own time keeping systems based on their own planets’ It’s presumed that the character will have some sort of
characteristics, most of the people of those colonies income during a time skip. Whether this income takes the
who may interact with Earth continue to use Earth’s form of a 9 to 5 job or randomly occuring spoils of war, this
own minutes, hours, days, and years as the basis of their is all abstracted away in terms of game mechanics to a
calendar, often as a sort of lingua franca for time. Even on single “Salary” value. To determine the monthly salary of a
Redland, isolated for two generations, the Earth based timeskipping character, use the formula (EXPERIENCE SCORE
calendar remains, though in that case it has more to do + PROFIT SCORE - 2) × INCOME BASE.
with the fact that Redland is tidally locked to its star, and
Experience Score: Your character’s (TOTAL XP - SPECIES BASE
has no days or seasons on which to base its own timekeep-
XP) / 25, rounded down.
ing system. An adolescent Martian boy is still referred to
as being a teenager, even though he will have only lived Profit Score: The “Profit Score” is either the character’s
through half as many Mars years. highest rated Skill, or the Network rating of the contact
with the highest total point value, whichever is higher.
As for other species, their time is tracked using Earth years
simply as a convenience for players. Each world has its own Income Base: The Income value of the Culture in which the
time system, and even using terms like “year” may not make character is earning a living.
sense for some of them—for example, in the Bactaran
The result of this formula is a monthly salary; multiply
timekeeping system, the analog for the “month” is the
it by 12 to turn it into an annual salary. Expenses (your
primary unit of time.
character’s monthly Lifestyle cost) must be subtracted from
this, as well. It’s recommended that you calculate these
Time Skips numbers separately (and record their monthly values)
so that it’s easier to add and subtract Lifestyle Factors
The most basic element one can use to this effect is a time after the fact.
skip. The characters simply advance in time. They earn
XP and money, and can learn new Skills and make new The character can use this money to buy things or simply
acquisitions during a time skip. Anytime you skip one year put it into savings. Note that the Lifestyle Factors (see
of time or more, use these rules to determine the in-game below) during a time skip can impact both income and
effects of the time skip. (It’s recommended that players expenses during this time.
skip time in intervals of 5 years; this makes a number of Just because a salary is presumed to exist doesn’t mean
calculations simpler.) that you shouldn’t give consideration to exactly where your
It’s assumed that the player takes direct control of the character is working or what they’re working on. Again,
character during the critical moments of the character’s treat this career as a part of your character’s new backstory.
life, including the riskiest and most rewarding parts. During It’s a chance to add depth and a fresh sense of purpose to
a timeskip, there is no real way in terms of gameplay your character.
mechanics to get hurt or killed, and likewise your character
won’t gain nearly as much XP or money as they do during

The March of History 115


XP Over Time The modifiers for expenses and income act in units of
The character gains XP at a rate of 10 XP per year during a months per year; a +6 modifier on income means that,
time skip, usually awarded at 5-year intervals. If the time every year, your salary is the equivalent of 6 extra months’
skip’s length is not divisible by 5 years, the remainder of the worth of your base salary. The XP modifier is a straight
years are worth 10 XP each, given at the end of the time addition or subtraction for XP gained every year. “None” is
skip. This value may be modified by Lifestyle Factors during distinct from “0” in that it means that there are no income
the time skip. This value is added to the character’s Natural or expenses at all when that factor is in play; no other
XP, not earned XP; it is, of course, also added to the XP Pool modifiers in that category matter.
(assuming the XP is not spent during the timeskip). This XP
Corporate Ladder
affects the character’s Salary in the 5-year period following
Income: +2/5yr Expenses: 0 XP: -1/5yr
its being awarded.
The character is focused on work for a long period of time;
This XP may be spent upgrading Skills, buying new contacts,
financially rewarding, but soul crushing. The income
and any other XP upgrade you would be able to get in the
increase and the XP decrease is cumulative as long as this
game. Skill training time applies with the same rules as
factor is held; for the first five years, it’s +2 Income and -1 XP
described in that chapter, although in the case of time skips,
per year; for years 6-10, it’s +4 and -2; for years 11-15, it’s +6
this generally only matters for training high level Skills,
and -3; and so on.
which can take months or years to learn.
In addition, the gained XP can be used to counteract some Double Life
of the negative Aging effects. Income: 0 Expenses: +12 XP: -2

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

116 The March of History


Family Man Intensive Training
Income: 0 Expenses: +3 XP: +1 Up to 4 times Income: 0 Expenses: +3 XP: +3
Being married, having children, and caring for them is Going into a real-world training montage, this requires
expensive and rewarding. Note that marriage and the a trainer and a location to train, but for every year of
birth of a child are both major goals in the Romantic and intensive training, the character gains a free upgrade of an
Attachments Motivations respectively, and in this case Active Skill by 2 levels. In some situations, (for example, if
earn the appropriate amount of XP even during a timeskip. they are working for someone who is willing to pay to train
This factor may be taken once for each family member, up them) the expense may be ignored.
to 4 times.
On the Lam
Imprisoned Income: -6 Expenses: 0 XP: +2
This factor tends to be forced on the character by the
circumstances. A character in this situation is required to
hide their identity and often has to move at a moment’s
notice, precluding many opportunities to do all that they’re
capable of.

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.

The March of History 117


Walkabout The time restriction is per contact; if you have 3 Featured
Income: None Expenses: 0 XP: +10 Contacts, all 3 of them may be improved one point in a year,
if you’ve got the XP to do so.
The character sheds his worldly possessions, and wanders
extensively, exploring the world. During a walkabout, no Remember that as you age, your contacts age with you.
new items may be purchased, and the Bond or Favor of Old friends grow older and die during timeskips. If a
any contacts your character had at the beginning of the contact with a Bond of at least 3 dies during a timeskip
walkabout cannot be changed (however, the character may (whether due to old age, as a part of historical events, or
make new, unrelated contacts while on the walkabout). simply in their own story), the contact is replaced with a
The GM may enforce other restrictions on character new, free contact; the new contact has a Bond of 1; his Skills
advancement during a Walkabout. must total the same amount as the old contact’s, and the
number of points spent on Qualities must be the same.
Character Aging The player character may improve this new contact with XP
Characters age as time skips, earning negative Qualities of as normal, if there is more time during the timeskip to do
the “Aging” type just like at character creation (see page 19). so. The new contact need not have any relationship to the
Note that this is based on the character’s age and species old contact, nor does he necessarily have to provide similar
rather than simply the number of years skipped; if skipping services to the player character that the old contact did.
a single year causes the player to cross a 5-year threshold
in Age, they must take aging Qualities based on that From Here to There
threshold despite skipping only one year. A time skip might in some cases also be a location skip.
If this is the case, make sure that all the players are clear
Death on the time this move takes place, and ensure that the
A character may die during a timeskip. Although each characters are able to make such a transition within the
species has a standard life expectancy, character death history of the world; for example, although a campaign
during a time skip should never be forced as a result of could follow characters from Earth in 2065 to Redland in
old age (within reason). Players and GMs should decide 2075 by having the characters be among the Last Ditch
together what’s best for the character’s ultimate fate once colonists, the same characters could not get back to Earth
he passes the expected lifespan; consider either replacing in 2080, because Redland is isolated from Earth at that
the character by the end of the timeskip, or having the time. Consult the timeline for each era to determine where
elderly character go out in one last hurrah or grand sacrifice migrations are possible.
at the end of the timeskip.
That said, if a player is determined to continue playing with Prequels and Interquels
that character, he should be allowed to. Technology in most As an optional rule for storytelling, a time skip may on
eras of the future is advanced far enough that there really occasion run in reverse. It’s recommended that you use a
isn’t a hard upper age limit, and there are always statistical new character sheet if this happens; you’ll want to have
outliers in terms of longevity. However, an accelerated rate a fresh set of stats but will likely wish to keep your older
of Old Age effects may be appropriate. character’s stats on hand in the event the story returns to
the present day.
Old Friends and New
Prequels are delicate in terms of both gameplay and story,
Unlike during gameplay, during a timeskip, Featured
and should only be used sparingly. No character that has
Contacts (see page 111) may be improved by spending XP
been seen alive in the future can die, nor be disfigured
on them, rather than through roleplaying. To improve a
or hurt in any way that majorly affects behavior that has
contact, spend the XP difference in cost between their new
already been witnessed. Similarly, a character cannot learn
and old XP costs. Thus, either improving the Bond or buying
Skills or facts in the past that would have majorly affected
a point of Favor costs (SKILLS+NETWORK) XP, and improving
events in the future. Avoiding plotholes in a prequel is
either a Skill or their Network value costs (BOND + FAVOR)
difficult at best. All players should keep this in mind, and it
XP. Time is also a factor; only one point may be improved
is especially important during a prequel that they not try to
in a given contact per year. Contact Qualities generally
“play to win”; but rather, they should try to make their focus
cannot be changed, although you may ask your GM for an
understanding the history of the world and their characters
exception if it makes sense for the Quality and that contact;
better. Players should expect more stringent “railroading”
if so, pay the XP cost difference as with the other Attributes,
by the GM in these situations; even if it’s not immediately
and take one year for each Quality so added or removed.

118 The March of History


apparent, the GM may be trying to steer the players away your character need not have the same or even similar set
from altering history in a huge way. of contacts as in the future; it’s always possible to make a
completely new set of friends and connections in any given
With all that in mind, should you still decide that a prequel
period of time.
is desired, the setup for it is as follows. These rules only
apply to characters that have already been “seen” in the If you do have the same contacts, their Network and Favor
future; if not, then create them just as standard characters, ratings in the past can be changed in any way. Bond usually
and if they are later seen when you return to the core doesn’t decrease as time goes on, although it is possible
storyline in the future, use the timeskip rules to advance for relationships to sour. Some Contact Qualities can come
them to that point. and go as needed, but pay close attention to Qualities like
Unknown—obviously a character cannot be known in the
Building a Character for a Prequel past and Unknown in the future (though the reverse is
possible). A contact’s Skills can only increase over time, not
Start with the same Base XP rules for building a new
decrease, so much like your own Skills, the contact’s Skills
character at a particular age; if this character was a
must be lower or the same as they are in the future, and
descendent of another character, he gets the same bonus to
higher or the same as they were in the past.
this Base XP that he would get otherwise. You should have
less XP at this point than when the character was first built.
When you assign these XP to your character, be sure to do Bloodlines
so in a way that is an intermediate to what your character It’s reasonable that some players may wish to carry on the
will become; no Skill should at this point be raised higher legacy of their old characters through to the future, and
than what it will be in the future, for example. The same children are the way to do that. For obvious reasons, it’s
applies to Qualities; make sure that any Qualities that have recommended that birth and most of the time spent raising
a duration of Lifetime or Hereditary are included. Extra a child happens during timeskips.
Qualities may be taken, but only if their type is Standard or
Temporary (which can be removed later). If a player chooses to create a new character that is a
descendant of a previous player character, that character
can have quite a head start. In addition to the starting
Building a Character for an Interquel
XP from the new character’s age, when building the
For an interquel—a story set in between two established
descendant character, add the parent’s Earned XP value
sets of events already depicted—start the character as he
to the descendant’s Natural XP value. If both parents are
was in the most recent depicted time before the interquel,
player characters, use the higher of their XP totals.
and use the timeskip rules to advance him to the present.
The same restrictions as prequels apply—the character may Note that this transferred XP is not part of the child’s
not advance past his future self. Earned XP, and thus, would not then be transferred to that
character’s children. If a new character is created that is a
Finally, ensure that the changes you’ve made to your
third generation player character, he may be built either
character fit with both the established history of the world
as a child of the child, or a grandchild of the first character,
and your campaign’s story, as well as the backstory of your
whichever gains him more XP. The same is true of any new
character.
character that has multiple existing character relations.
A character cannot have children after he has reached Old
Featured Contacts
Age; also keep in mind that the child character must be
If your character in the future has no Featured Contacts,
older than Puberty in order to be playable. However, if your
then you may ignore this section and treat the Social
GM approves it, you may introduced a previously unknown
Bank normally.
child even if your character had not chosen to have children
Make sure that any Featured Contacts that are used from before; for example, perhaps a child of a former lover may
your future self are characters that could be around in the come to find his biological father, or a character’s genetic
time the prequel or interquel is set; if your arms dealer material was stolen from her and used as the base for a
on Earth in 2110 was born on Redland in 2066, then in the genetically modified clone. In this case, use the “Blood
prequel set on Earth in 2084, this character may not play a Relation Only” rules.
role because he would necessarily be still on Redland. He
Although this situation most often applies to a player
may be replaced with a similar character, but ensure that it
replacing an aging character with a younger family member
is plausible for the other character to leave your character’s
as time marches on, it need not be. For example, a new
life before the future time period, as well. Beyond that,

The March of History 119


player joining an existing campaign may join as the son, Qualities
younger sister, or even parent of an existing player character, The transference of Qualities is a much more subjective
while the other player continues to play that character. This measure, and subject to few hard requirements. Unless
could be a way to introduce new players to a long-running, a Quality is explicitly stated to be hereditary, the child
high level campaign without the new player starting with a character is free to take or not take any Qualities the player
comparatively weak character. sees fit. Children must take any Hereditary Qualities that
This is not carte blanche to start a brand new high-level both their parents have, and may not take Hereditary
character with complete freedom, however. The restrictions Qualities that neither parent has. Hereditary Qualities
are as follows. possessed by only one parent may be taken or not; whether
this is subject to random chance or a choice of the player
is at the GM’s discretion. One exception to this rule: the
Species
Genetically Modified Quality is always passed on (even if
Cross-breeding with aliens is not possible in Afterverse.
none of the Genetic Qualities are).
Genetics simply don’t work that way. Definitionally, only
two members of the same species can produce viable
offspring, and obviously aliens evolved on different worlds Featured Contacts & Social Bank
are not the same species (and are often of a different class There are no restrictions on contacts for descendants. The
of creature entirely, and even different kingdoms). Having new character gets a social bank based on the their own
children of a different species from the parent is possible CHA Attribute as usual and may buy Featured Contacts
only through adoption. with this bank. The parent might introduce their children
to their contacts as old family friends; such contacts are
likely to be higher loyalty than most contacts. Remember,
Attributes
too, that contacts age with everyone else, and the parent’s
Arranging a child’s Attributes is dependent on the parents’
friends won’t be around for all of the child’s life. But the
arrangements, and has a bit of flexibility. In any case, the
new character need not take any of these contacts.
end result must conform to the same base numbers as in
character creation: 6, 5, 5, 4, 4, 3, 3, 2, 2, 1, with an optional If the parent(s) of the child are still alive, they may be
extra 1 if the species has a special Attribute. treated as free Featured Contact(s) with a Bond of 6, unless
the child’s backstory would prohibit such a strong Bond
If using two characters as parents: Attribute values are
(at the GM’s discretion, they may either be available for a
chosen freely, but each Attribute must fall in between the
lower Bond rating, or might not be available at all.) Parent
two parents’ values of that Attribute (inclusive).
contacts will always have the Devoted Quality; other
If using a single character as a parent: Simply copy the Qualities and Attributes of the contact will be determined
Attribute priorities directly. Once this is done, the player by the GM to approximate the character being represented.
may rearrange the order, but no Attribute may be more
than one number value away from where it started. Genetic Modifications
If no known character is a biological parent: Genetic Qualities that parents have may be passed along
The character’s Attributes are chosen freely. to their children just like hereditary Qualities; follow those
rules for such modifications. All genetic modifications that
the parents had from birth contribute to this, as well as
Skills
any retroviral modifications that the parents had prior to
Most of the Skills the child character chooses will be of
conception. The child must take the Genetically Modified
his own choosing, but parents are driven to teach their
Quality if either parent has this Quality, even if no Genetic
children what they know, at least until the child leaves the
Qualities are inherited.
nest. Each parent contributes any 1 from their top 3 Skills,
and the child must take those Skills at the same levels (up If the parents have their child genetically modified in
to a maximum of 6) from each parent, paying the requisite utero—adding a new hereditary Genetic Quality that they
XP cost. If one parent does not have a well defined Skill set, themselves did not have—then the parents must pay the
and one cannot be improvised by the GM, then the main monetary cost of this modification, while the child buys the
parent contributes 2 of her top 4 Skills. modification with XP as would be normal during character
creation, along with the Genetically Modified Quality.
The child is free to upgrade those Skills further, and may
buy any available additional Skills beyond those.

120 The March of History


Special Rules: Young Children Adoption/surrogates
Most of the rules in this chapter apply to player characters, If a child has no blood relation to the player character that
which means that these are only valid after puberty. If raised him, reduce the XP bonus he would otherwise gain
Attributes are needed for a juvenile child (say, if a player from that parent by half. However, there are no restrictions
character’s 10-year-old child is involved in the story as an for Attributes, hereditary Qualities, or even Species.
NPC), then use one of the parents’ Attributes as a base
If the child character has one biological parent as a PC and
(or both, if you want; see Attributes, above), and halve
another PC as the adoptive parent, then the child may get
its values.
both bonuses, and apply the appropriate restrictions from
Skills should be provided based on the Skills section, above; both relations.
however, the child may not be fully taught these Skills yet,
and the GM should reduce the Skill levels to what he deems
Prized Pupil
appropriate. Skills for an NPC under the Puberty age are
It’s possible that a teacher, instructor, or sensei could
capped at 4 (unless the child has the Prodigy Quality).
develop such a close relationship with a student of his that
Most Qualities will be present from birth, but not all of he may perceive this student more like a child than a mere
them will make sense for a child; the GM may rule Qualities pupil. This should be treated the same as adoption—half
as she deems appropriate. the XP bonus, no restrictions on Hereditary Qualities or
Attributes.
Gear
A parent may pass on one piece of gear from each class Grandchildren
(one weapon, one vehicle, one piece of armor, etc) at no Grandchildren follow the same rules as children, except
cost to the child. If two player characters are parents, this that they receive only 50% of the grandparent’s Earned XP
limit is per child, rather than per parent. Any additional as an XP bonus; they may change their Attributes by two
inheritance must be paid for at character creation points rather than only one (average the Attributes of all
as normal. known grandparents when making this calculation); and
they are only required to take 1 of each known grandpar-
Other Relatives ents’ top Skills.

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.

The March of History 121


Dice
Upping Your
Game
The Required Equipment
Players
Afterverse is recommended for 4–7 players: one Game
Master and 3–6 players. It is possible to play with different
numbers of players, but requires special considerations.
Games with more players tend to require special attention Dice Cube
to ensure the game keeps moving and that all players stay
engaged with the story and the action; games with fewer The Game Master and each player will need sets of 6-sided
players require a more in-depth exploration of their own dice. We recommend approximately 12–18 dice per player.
characters. Dice sets like this may be found at game stores or online;
we recommend sets of small dice (such as the 8mm dice
seen here), as they’re easier to roll in large numbers, in
Large Gaming Groups
addition to being more affordable in large quantities.
Games with a full-size group (or even larger) have a strong
tendency to drag out while each player takes their time,
makes decisions, and make the appropriate dice rolls while Character Sheets
everyone else waits. This is especially true in combat, but You will need one sheet per character. The character sheet is
unfortunately, large gaming groups tend to focus so little available for free download on the website for your players
on character development that large-group combat ends to create their own characters. Alternately, you may use
up being the most interesting part of the game. For this pregenerated characters–but whatever the source, you
reason, gamemasters of large groups are encouraged to be will need character sheets. They hold Attributes, Qualities,
particularly strident when it comes time to keep the battle Skills, and so on that players will need to reference on a
moving. Giving players an absolute time limit of 5 or 10 regular basis.
seconds to make a decision as to what to do with their turn
may be the most effective strategy–the players still have Starship Sheet
more time after deciding to roll the necessary dice, but they If your characters comprise the crew of one or more
must be paying enough attention to know what they want spacecraft, the Starship Sheet is a handy way to keep track
to do immediately when their turn comes up. of the status of the crew and the ship. The Starship Sheet
Additionally, the logistics of keeping track of the battle has space to fill in the System Table of the vessel, the most
become crucial. Keeping track of the Initiative and status commonly needed dice pools for the relevant characters,
of each enemy secretly and conveying this information and spaces to put either counters or dice to store the value
to the players when they make observation tests, as the of the Banks.
rules-as-written would dictate, may prove too cumbersome
in such a large battle. It may be better to keep most of this Action Cards (Optional)
information out in the open for the players to see without
needing to ask.

Action Cards

122 Upping Your Game


Afterverse supports a deck of Action Cards, which hold
Influence Era Adventures
quick reference guides for rules in addition to a convenient
place to store hit banks. Though this is not necessary, most Star Trek: Expansion Era The Early ESF
players find the cards helpful to keep track of their character, Enterprise
their status, and their available actions. The Action Cards ST: The Next Orion War (any)
may be purchased online, and a free print-and-play version Generation
of the cards will be available on the Afterverse website. ST: Deep Expansion Era Hyperion Station
Space 9 (The Moons of Saturn)
For supplementary downloads and links, please see the
website https://www.afterver.se ST: Voyager Fall of the Fleet*
Babylon 5 Artifact Era Parella Station (Unifi-
Counters cation Charter, Parella
Station Defiant)
Afterverse uses hit banks, whose value will fluctuate
frequently, and counters are a good way to keep track of Star Wars War of the
Chosen*
these. Approximately 30 counters are recommended per
player, representing the highest bank value. Alternately, Stargate Artifact Era The Artifact Hunts
your players may use something erasable (for example, dry Shadowrun Occupation Era Covert Ops, Collabora-
erase boards or laminated sheets) to keep track of banks. tors, UU resistance
In any case, you will need the ability to track multiple Firefly Expansion Era The Moons of Saturn
changing values for banks.
Battlestar Fall of the Fleet*
Galactica
Your First Game Session The Expanse Expansion Era EGF
Unless you’re playing a prebuilt one-off adventure, the first
* Some of these adventures are not part of the core
time you gather to play Afterverse will, more often than not,
sourcebook, and will be upcoming in a future supplement.
be a session to determine the direction of the campaign.
Before you begin, you as a GM should guide the players to
make a decision as to which era and what kind of adventure Character Creation
the players would most enjoy to be a part of.
There are a wide variety of adventures available in
Afterverse, and it can be daunting to pick one-especially
if you’re not already intimately familiar with the lore and
history of the world. Here are some hints that may help
narrow it down. Once you’ve decided on an era, reading
that era’s History chapter should be sufficient to get players
up to speed on the world–each History chapter begins with
a fictional, in-universe story from that era, followed by a
section titled “The Story of the Age” which will summarize
the history prior to that era and provide enough context to
play the game.

The Fandom Method


A good first step is to simply go around the group and
ask about their favorite sci-fi shows, movies, or books.
Afterverse is an expansive world with many influences,
and among its many settings, it’s possible to create game
scenarios and plotlines that are reminiscent of many
different other sci-fi stories. Here are some comparable
adventures to get your group started.

Party

Upping Your Game 123


Once you have chosen your adventure setting, it will Bank-Tracking Advice
generally be time to create characters. For this, following Gameplay in Afterverse (especially combat) is designed
the guidelines in the character creation chapter will guide with counters in mind. To avoid large amounts of writing,
most of your decisions. A few other considerations are calculating, storing numbers, and erasing when tracking
described here. initiative, using a die or some sort of token to track these
banks is recommended. Poker chips, game counters, or
The Spock Rule pennies work well for this. When a player is planning his
In the original Star Trek series, Spock was the sole alien on turn, he can shift tokens around to establish how many
a crew of humans. By and large, this is a good guideline, not points he is using; after he acts, he removes those tokens
so much in the number of alien characters but in the area from his bank; he draws new tokens into his bank when
of weirdness: every gaming party benefits from having new initiative is rolled. There are a number of banks that
one weird character, but more than that has a tendency may be tracked effectively using counters – Initiative,
to make the campaign’s story disjointed, obnoxious, and Physical, Stun, Chutzpah, Ammo, Blitz, and Recoil on the
nonsensical. character itself, and vehicles and cores have their own
banks as well. (In order to prevent the mixing of piles, either
Party Leadership use a stackable counter like poker chips, or use different
colored counters for each pile.) It can also be helpful to
You must decide as a group whether or not you want one
track XP as a bank over the course of a session, adding it to
player to be a team leader. Not all players are capable
the character sheet at the end of the session.
of leading a group of players without ruining the game
for the other players, and if no player has the roleplaying Depending on the situation, it may be preferable to use
experience to suit this role, it’s a good idea to avoid having a different types of counters. A more compact “travel kit” for
team leader at all. The player acting as team leader should Afterverse might include laminated sheets/cards with dry
be an experienced roleplayer who is prepared to actively erase markers, for example. Any bank-tracking system is
work to make the gaming experience for other players valid; all it needs is the ability to track multiple changing
better. (See also “O Captain My Captain” on page 125 for numbers. Counters/tokens are simply recommended for
more ideas on handling leadership roles.) the feel and tangibility.

Game Logistics Alternative Game Styles


Winging It One-off Adventures
The single most important piece of logistical advice for Afterverse is primarily designed to be run in continuing
Afterverse is this; if no one can remember the rule, just campaigns, and some gameplay elements don’t work
wing it. Nothing brings a game to a halt like digging as well if playing just a single session (for example, at a
through a sourcebook. The system is designed to be mostly gaming convention).
internally consistent and have fairly predictable rules, so
While earning XP is a major goal for ongoing campaigns
once you’ve got the basics of the system, you should be able
and serves as an effective means to encourage players to
to extrapolate the edge cases and arrive at a fair conclusion
roleplay their Motivations, a single game session is unlikely
without needing to reference the precise rule. The same
to be affected by the amount of XP earned. To compensate,
goes for rules that don’t exist in the book, simply because
you may allow players in such a game to spend their XP
not every single scenario can be predicted. No rules for how
to gain a bonus to a test. For example, perhaps players
the character plays roulette? Just have the player roll some
can spend 1 XP to add 2 dice to any roll. Alternately, they
dice and see what happens.
could spend 3 XP to use one Chutzpah power. (Using 1 XP
You can make a note of the improvised rule and look up for Chutzpah powers is not recommended, as it would
the book-accurate rule after the game to better prepare for give many players several times more Chutzpah over the
future sessions. course of the game session than the game is designed
for.) Establish any reward system you prefer at the start of
the session.

124 Upping Your Game


The Characters’ Story O Captain My Captain?
The kind of stories that will work for your gaming group
depend heavily on the group’s binding principle. Though
this can take any number of permutations, there are three
major kinds; military, independent, and criminal. Some
groups, of course, don’t fit neatly into these categories, but
in terms of the kinds of plots available, they tend to fall
under some umbrella or another.

The Party as Both Ship and Ground Crew


The typical space opera setup follows a captain and his
crew, who will tend to be the ones both flying the ship in
combat situations and conducting all the missions on the
ground, no matter the situation. This trope is a standard for
a reason, as it’s easy to create stories involving the entire
party. Thus, this option is convenient for storytelling and
character building, and if this is a story style that appeals
to your group, then by all means employ it. That said, it
is wildly unrealistic from a strategic standpoint in most
situations, and may compromise immersion into the game
world. Following are some strategies for telling these kinds
of stories.

The Party as a Military Unit


Many campaigns will have the players serving as the part
of a military. In these games, it is challenging and yet
important to ensure that the players are given a variety
of missions, while still keeping them together as a group.
Most plots will put the player characters on the crew of the
same ship or station, and this advice is written with that
situation in mind.
Ready Room Meeting

You may want to give special consideration to how to


handle a ship’s captain in a story. There are many ways
to handle it, and the best way will be different for every
gaming group.
One reason to avoid a player as captain in many cases is
that the Captain stays with the ship. In most militaries, it is
bad policy for the ship’s captain to leave the ship to go on
away missions, to explore planets or engage the enemy on
foot. If you expect to have any of these types of missions in
your game, you may want to have the Captain played as an
NPC so that that player is not twiddling their thumbs for
the entirety of the mission. An alternative solution might
be to allow that player a second character to play during
away missions.

Player Character Captain


It’s often poor game group policy to have one character
be the “star”, and it’s tough for the captain to share the

Upping Your Game 125


spotlight. Other players may start to feel ignored. If this over ship-to-ship combat, is to have the player characters
concern does not apply to your gaming group–for example, play an “advance crew”. If the starship has a mission to
maybe you have one player that everyone really enjoys accomplish across the solar system, it may have to get
watching take the spotlight, or conversely, one player who is there faster than its finite fuel reserves would allow, lest
skilled at working with the GM to ensure that the spotlight the ship become stranded there. The idea of an advance
is shared–then the captain’s seat should be available to crew is that they can take a shuttle or transport and burn at
your players. the maximum possible speed. The shuttle can arrive much
faster than the large ship and burn through nearly its entire
If you wish to have a player act as the captain, be certain
fuel supply; though it will be technically stranded, the
that this player is an experienced roleplayer and is familiar
mothership will be on its way at its own (slower) speed.
with the universe. Few things can grind the story to a halt
like the entire table looking over to a newbie playing the This crew structure will allow the player characters to
Captain for orders, only to have them shrug or ask the GM function independently of the rest of the crew, to have
what he should do. personal adventures without a large crew to complicate
storylines, and generally be the heroes. It allows for
NPC Captain large scale space battles at the climactic moment when
If the GM chooses to run the captain as an NPC, it may the mothership arrives, and the party might be put in a
feel to the players as if they have no control over the position of strategic importance when the mothership
story–they’ll be just carrying out the GM’s orders to go up is coming into a dangerous situation. It has the added
against obstacles that are sent against them by the GM, benefit of being a realistic strategy in hard science fiction.
which is rarely a fun game setup. It can be made to work The downside is that it may be difficult to get the players
with the proper story setup, though. If your captain is more into ship combat roles on the mothership when the big
hands off, only stepping in to give orders when absolutely battles come–advance crews have only their little (usually
necessary, the first mate (played by a player) may have unarmed) transport with them, so any space combat
more autonomy and freedom to perform missions, while that happens will probably be more about guile, strategy,
not having quite as much elevation over the rest of the crew, and resourcefulness, using their little unarmed ship to
so they won’t be as much of a liability in terms of hogging greatest advantage (or simply running for their lives as the
the spotlight. mothership nukes the target from orbit).
Democratic Captain
An explicitly democratic captain may solve the player The Party as an Independent Group
agency issue of the NPC Captain. When faced with any If your players prefer a uniform that looks a little more like
decision, the NPC captain will call his senior staff to his a brown coat, they have a little more freedom in their play
ready room for input, and following the discussion, the GM style. Independent campaigns tend to be freeform, episodic
has the players vote on the captain’s orders. The downside game sessions. Unlike military campaigns, it makes perfect
of this method is that it has a way of making the captain sense for the captain to join away teams (often consisting
be a tool of the party and not a character, but the tradeoff of the entire crew of their little smuggler’s ship, or whatever
might be worth it. they have), although this may be replaced with the similar
problem that the pilot will probably be asked to remain on
Command Token Captain the ship in tense situations to prepare for a quick getaway.
This method is similar to the democratic captain, except An independent crew might find any number of jobs to
that it allows a little more variety and decisiveness. At keep their ship flying. Transporting people or cargo is fairly
the beginning of the game session, the GM hands each straightforward work, and as such, does not compose a
player an “command token” (a counter, card, or pretty much good (complete) story; augment such straightforward work
anything). At any point, a player may hand in his command by making the people problematic, or the cargo overly
token to choose which order the captain will give; at other valuable, making the transport a target for pirates. If the
points, the captain is played as an NPC. cargo is contraband, then law enforcement might like
to have a word with you. If it’s stolen, the original owner
Advance Crew might. Transporting stolen cargo is not the only thing to do
(See also page 45.) with a ship, of course; you could use it to steal the item in
the first place.
One plausible method to meeting all the standard storytell-
ing requirements without sacrificing plausibility, especially Your ship of independents may be law abiding, or criminals,
if there is expected to be a focus on “in-person” missions or they may simply take whatever job they can get.

126 Upping Your Game


Transport missions, extractions, robberies, and smuggling of plot hooks. For this reason, during character creation
are all fair game for this kind of campaign. The one thing for independent parties, it’s recommended that players
they have in common is money–there must almost always create at least one featured contact from their Social Bank.
be a profit motive. The few exceptions will be when the Frequently they’ll simply call with jobs on offer, and that
crews’ Motivations are in play, but since it’s rare for entire can be a simple, straightforward mission–and early on, this
crews to share the same Motivations, it’s likely that some of is a good way to easily kickstart a plot.
the crew will have to be talked into these jobs.
But the more rare exceptions to these are the change of
Any number of people might need to hire a spaceship pace that keeps campaigns lively. A contact might ask for a
and crew for fighting purposes, whether as aggressor or personal favor rather than a job. If the players have asked
defender, and whether for good or ill. You could well have the contact for something recently, they might only oblige
your Human crew offered big money by an alien to fight after the players do a favor for them. Maybe a contact has
against their own species. Your crew may have to make up gone missing, or the crew gets a message from a stranger
their minds how to proceed with difficult moral decisions demanding a ransom for the contact. Perhaps a contact
with regard to potential employers–which shade of gray is a will fail to respond to the crew’s request for aid at the
shade too far? worst possible time, suggesting an investigation is in order.
Maybe the arms dealer goes silent just when they were due
Featured Contacts as Plot Devices to deliver a huge new weapon to the crew, and the crew
has to determine whether they’ve been betrayed, or if their
contact is in trouble.
Using featured contacts like this is generally only effective if
the players have an emotional connection to these contacts,
so even if you’ve already got a strong plotline going, you’ll
want to make use of the party’s contacts as much as you can,
in order to plant the seeds for later.

The Criminal Element


While an independent crew may sometimes perform illegal
acts, other crews will make such acts their cornerstone. In
practice, a campaign centered around this kind of work
will not be much different than a standard independent
campaign, except for the addition of a lot more dodging of
law enforcement.

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.

Upping Your Game 127


There are plenty of jobs to keep a military-based party A one-off story should have a clear mission definition and
busy on a station, too. Many stations contract the military objective so that the story can begin moving immediately.
to keep an eye on traffic passing through and some of the Pregenerated characters are strongly recommended for
smaller ones have the military handle policing tasks, too. such missions, ideally ones with a well-defined purpose,
Militaries themselves often assign a party on a station as and a character bio and Motivations which are meant to
insurance to handle any number of possible contingencies– enhance the storyline.
such a situation allows the party to carry out business of
Most such sessions will have a set time block for playing the
their own freely, while still leaving room for the military to
game, so it will be the GM’s responsibility to move the plot
call them to action at any moment.
along at an appropriate pace. If writing such an adventure,
optional challenges should be included in case the party
Single Sessions breezes through the adventures.

A single session game has a number of differences from


a campaign. Many of the systems of motivation built into Creating a Welcoming
the Afterverse system have little impact in a single-session Gaming Experience
game, so the story itself must be the driving force behind
your players and characters. A good idea for single-session It’s important when playing games of all kinds, especially
games is to focus on a more detailed, well-laid-out storyline roleplaying games, to ensure that no gamer feels like a
than you might have with a longer campaign. Pregenerated second class citizen, and it’s all too easy to inadvertently
characters are recommended, so as to minimize the ignore behavior that does exactly this, or even fall into
unexpected variation from the story, and to make it easier habits that directly perpetuate such behavior. Many
to incorporate each character into the action. kinds of people are underrepresented in the world of
tabletop roleplaying, a few examples of which are gamers
of color, transgender gamers, and women. While bad
Interludes behavior towards other players is always discouraged, bad
If your campaign is growing repetitive or wearing on the behavior towards these groups is particularly harmful to
players, a break from the usual may be advisable. This may the community. A big part of the roleplaying experience
take the form of a story entirely unrelated to the main plot is learning to view the world through different eyes, and
of your campaign, but another idea may be to create a side this becomes much more difficult if the gamers you’re
plot somehow related to the story. A new perspective on an surrounded with are similar to you, not just in appearance
existing storyline can breathe new life into the story and but in life experience.
make the plot exciting again. Perhaps the interlude could
focus on a different faction in the same conflict, or another If you find yourself reflected in the descriptions of bad
team in the same faction (perhaps one that is not expected behavior below, the solution is straightforward: strive to
to survive, for added dramatic flair). improve yourself, and learn to take criticism constructively.
If someone else at the table tells you that you’re making
Alternately, the interlude could focus on a group in the past others uncomfortable, that person is your best friend in the
or the future to gain better insight into the particulars of room. Consider that, long before your behavior (whatever
the story. If one character in your party is noticeably older it may be) reached the threshold where someone felt the
than the others, you might have that players play a younger need to talk to you, you have certainly already been making
version of the same character (possibly giving the other people uncomfortable; the person with the problem is,
players a chance to be the older, more advanced characters); invariably, the last to notice.
if one of your characters is particularly young, you may do
the inverse.
Defining bad behavior
In its most simple form, bad behavior in this situation is
One-Off Stories defined as behavior that makes other players feel unsafe or
A one-off story is a story for a group of players that may only uncomfortable.
be meeting once and never again. This is the kind of game
session you might see in a setting such as a game store or In this community, the most common such behavior by
a gaming convention. By and large, such a game session far is unwanted sexual advances directed towards women.
should have a stand-alone plot that is not dependent on In this context, it’s helpful to define it as including all
any other ongoing storylines, and it should not depend on sexual advances. Don’t hit on players at your table; it is
being familiar with the existing Afterverse canon. virtually always unwanted, and always makes the receiver
of such advances uncomfortable. If the person making the

128 Upping Your Game


advance has trouble recognizing signs of a lack of interest,
the receiver of the advances may feel unsafe as well as
uncomfortable.
Condescension is another common behavior that makes
people feel uncomfortable at the gaming table, and it is
unfortunately common that this behavior is more often
directed towards people at the table who don’t “look like a
gamer”–again, because these tend to be the people who are
underrepresented in this community. It’s an understand-
able impulse to assume that the people who look like you
have similar expertise levels as you do, but it’s a harmful
impulse nonetheless.
A related behavior is gatekeeping, which is when someone
decides that someone else is not worthy of respect on
account of their level of expertise. A well-known example
of gatekeeping is the accusation of “fake nerd girl”, which is
particularly damaging in that it never crosses the offender’s
mind that a “fake nerd guy” is equally probable. The rule of
this community must be that anyone who chooses to be a
nerd, is a true nerd; there is no faking it. More specifically,
anyone who chooses to play Afterverse, is a true Afterverse
fan. There is no need to test anyone, and there’s no need to
be competitive about it.

Handling Bad Behavior at the Table


Most bad behavior comes in small, persistent doses. As a
result, virtually any action taken against the perpetrator
is likely to be seen by some as an overreaction. Afterverse
officially condones punitive actions for this kind of behavior
even if they may be seen as overreactions.
If possible, for this kind of small but repeatable offense,
sanctioning the offender without grinding the game to a
halt may be desirable. A simple, straightforward, matter of
fact statement is one approach: “You’re acting creepy and
making other people uncomfortable.” If you’re the kind of
GM or player that utilizes notes at the table, a note passed
to the offender may accomplish the same thing. GM’s are
permitted and encouraged to punish such offenders by
taking away XP tokens, especially if the player has already
been made aware of the reason why.
If you as a GM observe such behavior, the responsibility
ultimately falls on you to ensure that players are treating
each other with the proper respect.

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.

Upping Your Game 129


130
130
131
History
History History Chapter Layout
Within the history chapters, there are several smaller
This book includes four eras of history — the Occupation
sections. First, comes a short summary of the era written
Era, the Expansion Era, the Orion War, and the Artifact Era.
from a particular in universe perspective, designed to give a
Together, these eras span the years from 2040 through 2140.
general sense of the era as well as familiarize you with the
Future supplementary materials will include six more eras
events of the era in a more organic, cause and effect sense
extending the timeline to 2340 and completing the primary
than the raw timeline. Following that is “The Story of the
mytharc of Afterverse. It also will contain information on
Age”, a brief catch up section on the history of the setting up
other species that are not detailed in this book, such as the
to this point; this allows players and GMs to set a campaign
Kreig and the Sanxons, as well as the worlds discovered in
late in the history without being intimately familiar with
those eras (particularly the Scutum-Centaurus Arm).
the entire history of the universe.
Next comes a general guide to running a campaign in the
For Players era. It’s helpful in giving you an idea of where and when you
want the campaign of that era to go in order to best match
The History chapters contain a full timeline and history it to your player group. This is immediately followed by
of the eras, generally including the future beyond the an “Adventures” section that delves further into the details
time when the game’s campaign will be set. If not already of some general adventures available for that era. You are,
familiar with the future history, players may wish to avoid of course, not limited to these adventures; you may play a
these spoilers. Most parts of each era have dates listed campaign anywhere you can find (or imagine) an interest-
that should allow you avoid reading information from the ing conflict for the player characters to take part in.
future relative to your campaign.
The next section lists some of the available Cultures in the
era, along with the requirements (Motivations, Qualities,
and Skills) of that culture and its tech levels. These cultures
should be referred to when creating a character.
The next section lists some of the available Cultures in the
era, along with the requirements (Motivations, Qualities,
and Skills) of that culture and its tech levels. These cultures
should be referred to when creating a character. Following
these Cultures in some history chapters is a section titled
“New Worlds”, describing any significant locations newly
introduced in the era. Next, the “Key Players” section
describes some of the most significant historical figures
of the era and what they’re up to. Finally, each era includes
a selection of sample characters, appropriate to use as a
starting point for your own characters.

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.

First, we would like to reduce violence by reducing the


means for violence. Many of your nations have done
The Story of the Age
so already, by restricting the availability of firearms.
We would encourage governments to continue this In the midst of an age of technology, of augmented reality,
trend, and will offer our assistance in enforcing such of economic despair, and of rampant organized crime,
restrictions. Civilian firearms have no place in a peaceful the aliens descended on Earth. There was barely a fight
society, and a society that is not peaceful has no place when they arrived in orbit in 2050; Earth’s leaders rapidly
among the stars. surrendered when it was clear that what few weapons
we had in orbit were either ineffective or disabled. The
We have some concerns with the state of your medical occupation had begun.
system. Specifically, in terms of prevention of disease,
there are improvements to be made, and we intend The invaders, who called themselves Bactarans, quickly
to work with your scientists to make them. Our first went to work curtailing the freedoms of the people of Earth.
order of business should be to recognize the danger of The organized crime cartels, once the bane of society, would
mandatory vaccinations. We have seen in recent years begin fighting against the occupiers–and soon, fighting for
several outbreaks of vaccination poisoning, in one case the very survival of the Human race.
causing an outbreak of the very disease the vaccines
were meant to protect against. Many parents have de-
cried the requirement of putting their children through
Playing an Occupation Campaign
this danger. Thus, we are please to announce that, effec-
tive immediately, vaccinations are no longer required If you are playing your first Afterverse campaign, the
for school attendance in any nation, as they have been Occupation Era will probably be your first stop. The year
among a number of nations. Such requirements have 2055 is a good time to begin new players in the campaign–
no place in a free society, and a society that is not free the Occupation is well underway, most of the Cultures
has no place among the stars.

Occupation of Earth 133


of the era make sense as player characters, yet gameplay Although their existence didn’t become public knowledge
options are still limited enough that not every rule needs for some time, these agents had particular missions. They
to be learned right away. Once your players are familiar landed in the Americas, Europe, and Asia, observing the
with the rules, the campaign can time skip to a future era, locals, learning customs and languages, and finding
learning the new rules relevant to that time. If your players weaknesses. At least one agent was deep into looking for
are not likely to have trouble being inundated with game methods of biological warfare, but the plan was foiled
mechanics and history, they may prefer to start in the more before it could come to fruition. Ultimately, the presence
varied Expansion Era or the more exciting Orion War. of these agents is kept a secret until long after the real
invasion force arrives, so anyone that becomes aware of
The Occupation is, compared to all other eras, small in
Bactarans during this time must be kept quiet, blackmailed,
scope and limited in options. Humans are (mostly) the only
or killed before word gets out.
playable species; genetic enhancements are somewhere
between unheard of and impossible; there’s a relatively
small selection of cybernetics; and space travel is rare. Gang Wars
These limitations are also the biggest appeal of the era: 2040-2058
with fewer options to learn about, it can be easier to dive
There are four major gangs or cartels vying for control of
into the setting. Like any low-level roleplaying campaign,
the various avenues of illicit income, including contraband,
a Rebellion campaign must therefore focus on things
protection rackets, and other schemes.
like character development, relationships, and story
development. Union Underground: The Union Underground is the
best known, especially later, as it becomes the de facto
Ultimately, the Occupation era (and the even the few
resistance leader and ultimately plays the most significant
years before it) can also be used to explore the history of
role in history; but it’s actually the smallest and youngest
the setting, almost like a prequel. Many things happen in
(having really begun only in 2036) of the four cartels. The
this era that impact the future of the world in deep ways;
UU is the most likely to be friendly with player characters.
for example, the racial biases in the Redland systems a
The UU is based in Austin, TX, initially headquartered in
generation later all stem from the way the rebellion unfolds
(and named after) what was once a student entertain-
here on Earth, and events like the Palo Alto bombing have
ment center near what used to be the University of Texas.
direct impact on the progression of technology for more
This headquarters is destroyed in 2056, but the gang
than a century to come.
keeps the name.
Juarez Cartel: The Juarez cartel is an old drug cartel, and
Adventures dominant in the southern US, with an extensive network
into South America which supplies all manner of drugs and
Covert Ops contraband. They begin manufacturing weapons in 2054 to
compensate for the manufacturing dearth imposed by the
2043-2050 Korzof-Moti, and become the premiere supplier for most of
The first Bactarans to come to Earth arrive in 2043, in the criminal underworld.
secret. They launched a single carrier, containing six smaller Yakuza: The Yakuza is a Japanese cartel, of course. They do
landing craft. The carrier itself was barely a shell, with not get directly involved with the resistance (they treat the
no life support of its own, but it did contain the ability occupation much like any other kind of authority), but may
to return to the warp bridge and report back to the Moti be useful as contacts thanks to their wide array of abilities,
on the Bactaran homeworld. Its tiny mass (and small connections, and networks.
propulsion) made it stealthy enough that its return to
the warp bridge barely registered on Earth’s telescopes as Ragers: A biker gang known for smuggling. When gasoline
anything more than an error. vehicles (including motorcycles) are banned in 2056, they
turn their efforts to countering the electronic surveillance
In the meantime, the six smaller Mokado landers have and control systems embedded in electric vehicles,
deployed small teams of agents to various locations around becoming the premiere black market vehicle source.
Earth. One crash lands in Texas (which is later found by
Curt Redland in 2062, and gets cannibalized to become The gang wars come to a head in 2057 when the UU starts
the Son of a Bitch and the Last Ditch). The others may have manufacturing its own weapons to compete with the Juarez
landed anywhere. Cartel. Juarez makes multiple attempts to sabotage the

134 Occupation of Earth


UU’s production lines, and the UU responds in kind; the collaborators into being informants for the resistance,
conflict escalates. Both gangs are left in bad shape, but and and endless variety of other activities. Several times
the Juarez is worse off. The war kills most of the “old guard” throughout the era, Bactarans have some plan (often
of the UU, leaving the younger members in a position of involving biological weapons) to kill a lot of people that
power that would be needed to start the resistance proper; needs to be thwarted. All this doesn’t come free, and
by 2058, the UU is a bona fide resistance movement. The so resistance agents often have to run more profitable
gang war is crucial to setting the stage for this. smuggling errands for their respective gangs and cartels.
Many among the resistance–both the UU-based resistance
Survivalist Resistance and the survivalists–are not exactly model citizens, and
2050-2065 few are good people. Most of them came from organized
Early on, the resistance is composed primarily of doomsday crime, and all are outlaws. New leadership following the
preppers telling anyone who would listen that they were death of Travers improved this situation considerably, but
right all along. During this time, the resistance is not well the challenges of working alongside gangbangers remain a
organized and is focused more on survival and stealth than struggle through the entire occupation.
on fighting back. Many large resistance organizations are
efficiently quashed almost immediately after the Fast War, Collaborators
leaving in their wake hundreds of small, independent cells. 2043-2065
The largest of these cells top out at about 25-30 members,
As the Bactarans are outsiders, they rely on collaborators to
and most of them are holed up in hidden enclaves in
keep them apprised of culture and events. As the Bactarans
the rural and wilderness areas of continents such as
are few in number, they also rely on collaborators to
North America.
enforce their rule outside of their direct influence. Since
These adventures are likely to focus on establishing Bactarans can’t pass for Human, collaborators are required
enclaves in the wilderness, raiding Bactaran-managed for most covert operations. Many collaborators live
settlements for supplies, evading capture and detection, double lives, enabling them to function in less cooperative
and gathering information. Sometimes cells fight amongst areas. Collaborators live nice, cushy lives for most of the
each other for supplies, food, equipment, and in the case Occupation era, but there’ll be hell to pay in the next era
of the least reputable of cells, women. Eventually the once the PCEG courts come around.
Independent Resistance is going to divide into the fighters
A collaborator-centric game could offer interesting possibil-
and the survivors–the survivors wanting simply to be
ities, especially for experienced players who relish a chance
left alone, usually with their families, while the fighters
to see the world from a villainous or self centered perspec-
leave to join the Union Underground as that movement
tive. Their jobs are to serve as advisers and spies for the
gains momentum.
Bactarans. They weed out insurgents and resistance, seek
out problems for the Bactarans, and so on. Occasionally, the
The Union Underground Resistance authorities (pre-2050) or the resistance (post-2050) will
2058-2065 be the offenders, and the collaborators will have to protect
In 2058, the Union Underground gang (based in Texas) their masters. If your gaming group likes the most toys,
destroys a Bactaran launch site in Mexico, often seen as collaborators have very high Income and access to much of
the first act of the organization as a full fledged resistance both Bactaran and Human technology.
movement, albeit still one supported by its smuggling and Just as the resistance is not composed entirely of good
drug cash flows. Small independent operations still exist, people, the collaborators are not all bad. Many joined the
but over the next few years most of the independent ones cause because their lives would be in danger if they did not;
die out, merging into either UU or one of the other cartels, others did it to provide protection for their families. There
which slowly begin to take on anti-collaborator jobs. The are many, especially early in the Occupation, that genuinely
UU resistance grows huge with the Austin rally, bringing in believe that the Korzof-Moti have humanity’s best interests
all sorts of people for a more open war. at heart, and that the resistance is composed of low-lifes
Being a part of the resistance means fighting the Bactarans and criminals–the latter of which happens to be true. A
any opportunity you get. Destroying their bases, freeing good Collaborator campaign will explore the reasons each
Bactaran slaves, disrupting supply lines, blackmailing character does what he does.

Occupation of Earth 135


Deroza

Slave Labor Slave focused adventures often involve escaping from


2051-2065 the labor camps (or helping others to do so), sabotaging
shipments and gear intended for the battleships, and using
Almost as soon as they arrived, Bactarans began to set the slave trade as a means of information dealing. Most
up slave labor camps in isolated areas, primarily close to escaped slaves join the resistance, so a slave campaign can
the equator. Part of these camps’ purpose is to resupply easily parlay into a Resistance campaign.
their orbital ships; manufacturing and delivering rocket
parts, sustenance, and ammunition is a full time job. Not
all slaves take it so readily, though. The slave labor camps Isolated Colonies
get connected quickly with various resistance cells. Until 2045-2065
2058, the slave camps offered the single biggest source Though tiny in number, the very first pioneers into the
of resistance against the Bactarans, but being small and solar system left prior to the Bactaran invasion of Earth.
underskilled operations, the vast majority of them get These scientists and explorers are working to establish the
stomped out fairly quickly, with the exception of a few practices that would later enable the colonization of the
South American camps. system–in situ resource utilization and manufacturing–
The first camps are established almost immediately in when the Bactarans invade Earth. None of these “colonies”
South America (Columbia and Brazil primarily) and Kenya. are properly equipped to be self sustaining in the long term.
The Juarez Cartel didn’t take kindly to the presence of the Once the occupation begins, resupply missions to these
camps in South America, and by 2059 those camps prove colonies are halted, and indeed most of them die out within
to be more trouble for the Bactarans than they’re worth; a few years of the beginning of the occupation. A few of the
those camps are moved to Mexico, where they are frequent colonies actually return to the occupied Earth, preferring
targets for liberation by the UU. Mexico and Africa are the dangers of fighting the oppressors to the certain death
the main areas for slave camps for the remainder of the of remaining isolated. Of these colonies, only the largest
Occupation. colony on Mars survives long enough to see the end of the
occupation and get a badly needed resupply of vital parts,
nutrients, vitamins, and medicines.

136 Occupation of Earth


Locations immediately by the SAFE Act banning personal possession
of all firearms except “heritage weapons” (defined as
weapons that were more than 20 years old and had been
Occupied Earth owned by at least 2 different family members). In 2050,
these heritage weapons were collected and destroyed by
There are a few major developments in the 21st century
the Bactarans, and in 2051 most other weapons followed.
before the Bactarans show up. The most ubiquitous of these
By the beginning of 2052, among humans only law enforce-
is augmented reality. This always-on virtual layer of reality,
ment were permitted to have any weapons at all, and even
overlaying the digital world on top of the real one, changes
they were generally only permitted nonlethals. Illegal
the way we use computers and information. Augmented
weapons shipments were not deterred by these actions,
reality is visible through glasses and other eyewear, worn by
though manufacturing was cut off; it is in 2054 that the
nearly everyone in the first world.
Juarez Cartel begins covert manufacturing of new weapons,
Second, and more importantly, is the advent of self-driving joined in 2057 by the Union Underground. Attempts to cut
cars, which are introduced in the mid-2010s and become off each others’ weapon sources drive a wedge between
nearly ubiquitous within a decade, largely in the form of the gangs which leads to the UU-Juarez gang war in 2057,
automated taxis, which are before long cheaper and faster which leaves the Juarez almost completely dismantled and
than buses (putting buses out of business in general). the UU hurting, setting the stage for the new, young, more
More importantly, SDC’s make it possible for younger and resistance ready breed of gangsters to take over the UU.
younger people to be more independent.
Narcotics & Other Recreational Drugs: (from 2050) By the
Combined with AR–and the ability to access and view any mid-21st century, most first world nations had switched
information at any time, including during commutes–the from criminalization of drug use to treating addiction as
public education system begins falling apart, slowly getting a medical problem–addicts were forcibly put into rehab
replaced by virtual classrooms once children get out of when caught, but earned no criminal record once they
primary school–virtual classrooms anyone can attend at completed the course. (Softer or less addictive drugs, such
any time. Education becomes a lifelong process, happening as marijuana and LSD, were often entirely legal.) The
in the “cracks” of everyone’s life, rather than something to Bactarans reversed this trend, enacting policies to lock up
dedicate one’s life to for a number of years at the beginning. drug users for long sentences, with police often cutting plea
bargains to “trade up” users and small time dealers for the
As a result, beginning in the 2030’s, educational institu-
next bigger fish. This proved to be useful to the Bactarans
tions based on physical locations begin to crumble, and
by way of flushing out criminal smuggling networks and
what used to be college campuses rapidly deteriorate.
routes, but ultimately may have been counter-productive
These “college ghettos” are where most of the gang turf
in some ways by increasing the cashflow of the same
in the mid-21st century lies. Most notably, the Union
criminals.
Underground springs up in the abandoned University
of Texas campus (headquartered in an out-of-business Vaccines: (from 2053) The Bactarans launched a
bowling alley of the same name). This is the gang that propoganda campaign in 2051, smearing vaccines as
ultimately becomes the area’s resistance fighters. poisonous. This campaign drew upon an early 21st-century
anti-vaccination movement that had by this point been
Contraband widely discredited; however, with surreptitious control
Hoping to exert more and more control, the Korzof-Moti over the supply line, the Bactarans were able to actually
continually adds new items to its ban list. The gangs taint the vaccine supply, causing a number of widely varied
move quickly to supply each item on the contraband health issues among children receiving them. In late 2051
list, providing for a need at a tidy profit, while laying the vaccines are no longer mandatory for children attending
groundwork to fight against the Korzof-Moti directly. public schools; by 2053 laws banning almost all vaccines
are enacted. At this point, many pediatricians and drug
Firearms: (from 2050) Immediately upon beginning the manufacturers join the UU, bolstering the prevalence of
occupation, the Korzof-Moti begin to gather all firearms street docs.
and most other kinds of weapons. In fact, this was a smaller
task than it may seem; most nations had already banned Three major pandemics and many smaller ones occur
or heavily restricted personal firearm ownership. America in the years following the ban on vaccines, killing over 1
had been the last holdout, but in 2045 had passed the 29th billion people between them, mostly children under 10.
Amendment, repealing the 2nd Amendment, followed A child born in 2052 had only a 10% chance of surviving

Occupation of Earth 137


through the end of the Occupation, thanks mostly to these Mass Driver Razings
outbreaks. Ultimately, in terms of their mission to eradicate With complete domination of Earth orbit, the Korzof-Moti
humanity, the banning of vaccines proved to be one of the alone have the ability to drop mass drivers–rods of simple
most effective strategies pursued during the occupation. By materials that strike the ground at orbital velocities,
2065, the only families that had not lost a child were those delivering the explosive force of a nuclear bomb. They
who had gone to the Underground to get illicit vaccinations would routinely use these as means to exterminate
for their children. For comparison: The world population in resistance cells (with heavy civilian casualties, not that they
2050 is 9.6 billion, and reduced to 3.4 billion by 2065. cared). In total, over the course of the occupation, over 200
million people would be killed by mass driver strikes. A few
Year Disease Death Toll of the most noteworthy strikes are as follows:
2056 Diphtheria 10 million
2059 Pertussus 350 million
Year Location Casualties Target
2050 Many 70 million Initial invasion
2063 Measles 550 million
2052 Moscow, 2.4 million Military
Oil/Gasoline & Combustion Engines: (from 2056) Gas Russia resistance
powered cars are rare from the late 2030’s onward 2054 Tainjin, 4 million Resistance cell
(replaced by all-electric vehicles), but heavy industry and China
large scale shipping are still using gas powered trucks into 2057 Brooklyn, 2 million Resistance cell
the 2050’s, and gas never went out of fashion in motorcy- NY
cles. Citing environmental concerns, the Bactarans issue 2060 Various 6 million Major Survivalist
a decree in 2053 that all gas powered vehicles were to be Western Resistance cells
destroyed by 2056, with oil production being halted by the cities
same year. Costs to ship items long-distance skyrocketed, 2062 Austin, TX 1.4 million UU resistance
and with most electric vehicles having a high degree of headquarters
computer control, citizens (and outlaws) had fewer options
in terms of vehicles that the Bactarans would be unable to
remotely disable. Unlike some contraband, there’s little the
gangs could do to replace the lost production of gasoline, as
oil pumps and refineries are difficult to hide from orbital
weaponry and scanners, but they are able to start a black
market of electric vehicles protected against EMP’s, electric
shock, and computer control.
Banned Books & Media: (Various) Bactarans ban various
books, movies, music, and other forms of media throughout
the occupation. Most works promoting rebellion, anarchy,
and libertarianism are banned early on–though, notably,
restrictions on these works are relaxed around 2059. As
other items become contraband, works relating to them
are banned as well (for example, many medical texts
supporting the efficacy of vaccines are banned in advance
of outlawing the vaccines themselves, with works regarding
the production of vaccines following shortly after the ban).

138 Occupation of Earth


CULTURE: OCCUPATION CULTURE: OCCUPATION
MFR MED CPU WEP PWR PRP PHY MFR MED CPU WEP PWR PRP PHY
Earth Public 4 4 7 4 5 5 5 4 4 7 6 5 5 5

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

Languages: English or Chinese

Most Humans fall under this Culture. Though


occupied, most peoples’ day to day lives carry on;
they have the same jobs, make the same friends. Any Human that is one of the Bactarans’ “trusted”
However, a strict curfew is enforced, and certain Humans falls under this Culture. They get more and
items are placed on a contraband list, more and more more insular as the occupation wears on, and other
every year. Humans are trusted less and less.
The Base Income varies from country to country and There is a blurred line between collaborators and any
drops gradually over the course of the occupation. of the other Human Cultures. Some collaborators
It is up to the GM where a particular country at a used to be a part of other Cultures before they were
particular time falls in this range. blackmailed or threatened into collaborating. Some
collaborators are slaves that worked their way up,
often holding the belief that the Bactarans were
saving Humanity from its own folly. In between,
MFR MED CPU WEP PWR PRP PHY there are levels of high ranking slaves and some
4 4 6 5 5 5 5 double agent public citizens, and it is encouraged to
allow a blurring of the Cultures.
(2000-2050)

Though it is unlikely that characters in this Culture


will actually be used, there is likely to be gear left
over from this time throughout the Occupation.
When using this gear, the tech levels here should be
helpful.

Occupation of Earth 139


CULTURE: OCCUPATION CULTURE: OCCUPATION
MFR MED CPU WEP PWR PRP PHY MFR MED CPU WEP PWR PRP PHY

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

Motivations: Promotion Motivations: Attachments,


(Resistance/gang), Achievement, Missionary
Attachments, Romance, (Anarchy), Vengeance
Vengeance
Interests: Firearms
Interests: Criminal
Skills: Survival 1, Crafting 1
Underworld
Species: Human
Skills: Either Melee or Ranged
Combat 2 Languages: English
(mostly)
Species: Human

Languages: English or Spanish

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.

140 Occupation of Earth


CULTURE: OCCUPATION CULTURE: OCCUPATION
MFR MED CPU WEP PWR PRP PHY MFR MED CPU WEP PWR PRP PHY

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

Motivations: Attachments, Motivations: Achievement,


Broken Will Vengeance, Manipulator

Skills: Crafting 1 Qualities: Freakish ( BOD),


Short Fuse
Species: Human
Skills: Melee Combat 2;
Languages: Spanish (Mexico,
Ranged Combat 1;
Columbia),Portuguese (Brazil),
Influence 1
or English/Swahili (Kenya)
Species: Bactaran

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.

Occupation of Earth 141


CULTURE: OCCUPATION
MFR MED CPU WEP PWR PRP PHY
Key Players
4 4 6 5 5 5 5
Mars Colonist

Base Income:

Deroza
$200; Base Price: 3

Motivations: Achievement, Attachments, Romance

Interests: Tinkering

Skills: Survival 2, Crafting 2

Species: Human

Languages: English

Though campaigns will be unlikely to be set on the


Mars colony during this time, this culture may have
people or equipment which carry over beyond the
era. Following a number of exploratory missions in
the 2030’s, a longterm colony is launched by private
enterprises, with the express goal of creating a
“backup” civilization in case of calamity on Earth.
The resources to grow crops and create fuel are sent Deroza (2022-2065)
first, and the first 7 colonists land in 2044. Several The Bactarans’ commander, and a grandchild of Korzof,
hundred more colonists follow every few years until
the brutal Bactaran dictator who was responsible for the
the Bactarans arrive. Luckily for this colony, the
Bactarans seemingly have little interest in taking a creation of the House of Korzof-Moti. It is Deroza’s plan to
year long trip to the red planet to destroy them, and exterminate humanity and take Earth, and they will stop
they are left alone throughout the occupation. For at nothing to achieve it. Deroza is half Moti, and has the
much of the occupation communication with Mars Moti’s short fuse tempered with strategy and guile. This is
is cut off, and no one is certain that the colony even a dangerous combination, and makes them an effective
survived until contact is reestablished in 2065. leader in the occupation.

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.

Curt Redland (b. 2040)


Curt Redland has a particularly personal history with
the Bactarans and collaborators. His entire family was
killed in one of the first military actions of collaborators
on Earth. He was still a teenager when he joined the
Union Underground, ultimately rising to a position of
prominence within the Austin chapter of the UU. He led the
evacuation of the Last Ditch colony ship through the warp
bridge in 2065.

142 Occupation of Earth


M. Luciano Sapatiero
Clautel
Tyson Brooks (b. 2031)
Curt Redland

Tyson Brooks joins the resistance in 2063 following his


son’s death in the measles epidemic. A brilliant engineer,
Brooks is responsible for the juryrigging of the Last Ditch
(Redland’s colony ship) and the Son of a Bitch, which turns
the tide in the final battle in 2065. Brooks will go on to
design many of Earth’s first spacecraft.

M. Luciana Sapatiero (b. 2027)


During her late 30’s, Sapatiero became a member of the
Union Underground, and an electronics and communi-
cations expert. She was responsible for much of the
resistance’s ability to covertly transfer information between
cells. In 2065, she was the sensor/comms officer onboard
the Son of a Bitch, sent up to combat the new arrivals, buying
time for the Last Ditch colony ship to get away.
As the new arrivals approached, Sapatiero was the one
who was able to discern the intentions of the incoming
Tyson Brooks

vessels–they were here to put an end to the Occupation.


With this information, she was able to shift the attack
towards the occupying vessels instead and, in a rudimen-
tary way, cooperate with the rescue fleet. In the climax of
the battle, after the rescuing fleet had been wiped out and
the battle seemed hopeless, the Son of a Bitch rammed the
last undamaged occupying ship, destroying both. Three of
the crew, Sapatiero included, were able to get aboard the
Bactaran ship and hijack an escape pod; these three are the
only survivors of the battle.

Occupation of Earth 143


Xander Alan Day
Travers
Travers (2009-2057) Xander Alan Day (b. 2022)
Travers was the first President of the Union Underground Prior to the Occupation, Xander Alan Day was a covert
resistance, during the time the gang was still a gang. He sniper on Navy SEAL Team 66, in addition to being a
was known to be ruthless, and famous for a piercing stare– husband and father. All that changed in the brief battle at
it was said that he could get anyone to say anything just the commencement of the Occupation, when a random
by staring at them long enough. His death during the war orbital bombardment struck his home during a birthday
with the Juarez Cartel in 2057 was the catalyst for the UU to celebration, killing his wife and children, paralyzing his
become a resistance movement. twin brother, and leaving him scarred. Following the
tragedy, Day then spent several years of the occupation
on the move among the various survivalist groups in the
Pacific Northwest, helping to protect other families as he
had been powerless to protect his own. He brought his
brother, Dartangan, with him on this journey, not just as his
responsibility but as a constant reminder of what he’d lost.
Following the eventual death of Dartangan, Day became
a leader among several survivalist cells. He coordinated
effectively with the Union Underground and ultimately
was most responsible for rallying the survivalist cells for
key battles in the resistance. Day led by example, believing
that the human race had the ability to free itself through
determination and strength.

144 Occupation of Earth


Hacktivist

5 CTZ B.C. B
1 2
3 BIO
2
4 2 SPECIES: Human
HOMEWORLD: Earth
WIL BOD

2
6
6

BORN: 2027 AGE: 32


AG
T
PER IN

4
I REA

4
5

XP
HA
5

BEA AN C OFC: 0 BANK: 5


4

M
1 TOTAL: 370 NAT: 370
4
3
CULTURE:
1
3 Earth Public

SKILLS
PRIMARY SKILL MINOR SKILLS
3 Influence

Programming, Hacking 2 Art


1 Stealth
SECONDARY SKILL

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.

Occupation of Earth 145


Guerilla Slave Triggerman

1 CTZ B.C. B 4 CTZ B.C. B


1 6 1 2
5 BIO BIO 4
4 6
6 6 SPECIES: Human SPECIES: Human 5 2
HOMEWORLD: Earth HOMEWORLD: Earth
WIL BOD WIL BOD
4

7
5

1
2
5

BORN: 2032 AGE: 24 BORN: 2015 AGE: 40


AG

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

QUALITIES NOTES XP QUALITIES NOTES XP


Brick Wall (none) 10 Quick Healer (none) 5
Juryrigger (none) 5 Enhanced Attribute AGI 40
Will to Live (none) 5 Officer Member, UU 15
Combat Paralysis (none) -5 Can’t Take a Joke (none) -5
Counterculture Attachments -5
Motivations: Attachments [3] Broken Will [1] Agent of Freakish (none) -15
Chaos [4] Romance [3] Vengeance [4]
Lone Wolf (none) -30
Interests: Street Sports [4] Smuggling Routes [3] Moti Social Apathy 3 -15
Operations [2]
Scarred 5 -10
Languages: Spanish
Gear: Handgun Dagger Standard Outfit Commlink Motivations: Promotion (Union Underground) [1]
Romance [1] Vengeance [2] Avarice [3]
Life was so simple before they came. The Bactarans deemed
his construction expertise valuable, and he was forcibly Interests: Organized Crime Families [6] Legal Loopholes [5]
ripped away from his family to work for them. Though he 90s Action Movies [5] American Revolution [4] Geography
hates the Bactarans with his entire being, he makes some [3] Moti Security Procedures [2]
time to hate the people that went along with their rule. All Languages: English
he needs is one opportunity to take them down.
Gear: Shotgun Bulletproof vest Commlink
The triggerman has never been so good at strategizing or
thinking ahead, but once directed at a target, the target was
as good as dead. He once reserved his crosshairs for rival
gangs and the occasional fed, but recently, he’s felt a need
to take on a target a little more historical.

146 Occupation of Earth


Family Man

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

2 [6] History of Spaceflight [5] Puns [5] Famous Pilots [4]


3

XP
Game Shows [4] Podcasts [4] Sailing [2]
HA
3

BEA AN C OFC: 0 BANK: 9


5

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

Infirm 1, BOD -10

Prejudiced 2, Equator Slaves -10

Occupation of Earth 147


for privateers to get wind of it, and a ship is on its way.
Expansion Era It’ll be here in two days, and their captain has sent a
thinly veiled threat–something about the butchers of
2065-2100 the occupation. We were sent here to watch the Bac-
tarans and protect Earth from them; and we might be
Alien forced into a position to defend the Bactarans instead.
Now the Machete is all that’s standing in between them
Junior Telemetry Officer Ensign Cherami Misra, and the miners. And one phrase is stuck in my mind,
October 5, 2071 something I kept thinking about years ago.

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.

148 Expansion Era


Playing an Expansion Campaign The Asteroid Belt Frontier
2065-2100
The Expansion Era is about rebuilding, settling and As Humanity takes to the stars, their first stop is the
exploration. While recovering from the devastation of the asteroid belt, rich in useful materials to be mined and
occupation, Humanity has just discovered that the rest of used for space travel. A typical asteroid colony is a cylinder
the galaxy is closer than it first believed, and much of the embedded in a hollowed center of the asteroid, with the
time in this era is spent charting the new worlds. If there’s a denizens living on the inner surface of the spinning cylinder
time to take a wagon train to the stars, this is it. In addition for artificial gravity. These mining colonies quickly diverge
to official military starships, the newly formed United in culture while simultaneously establishing a network of
Earth Nations world government finances a number of trade relationships with other asteroids that share similar
private exploration ventures, especially after 2085. orbits. Within a decade of the end of the occupation there
Campaigns that do not take to the stars in this era are likely are hundreds of inhabited asteroids, with the dwarf planet
to focus on the tumultuous formation of the UEN, starting Ceres serving as their trading hub with the rest of the
with the Provisional Central Earth Government. Earth is system. The population of a given asteroid colony may
rebuilding its infrastructure and a new society. Early on, range from as little as a few dozen to several thousand;
the PCEG is built mostly around fear and hatred of the many have leadership structures modeled after small
Bactarans, as well as the collaborators that supported them. towns, with mayors, sheriffs, and deputies.
Thus, a system of courts is established to prosecute and In the late 2070’s, Bactarans come onto the scene as part
execute collaborators. When the UEN charter is formalized, of the Bactaran Republic’s deal with the UEN, trading
these courts are abolished, and a more contructive era technology for mining rights. Humans previously inhabit-
begins, starting with the Sirius Expedition. Following the ing the asteroid belt, having seen the uninhabited rocks as
return of the expedition, a trade deal is struck; in exchange a kind of wilderness theirs for the taking, begin to resent
for a number of Junardms (the devices needed to allow the incoming Bactarans for the percieved invasion in
passage through warp bridges), Bactarans enter the Solar their territory. This tension is worsened by the preexisting
System to mine its rich asteroid belt. grudges the Humans had against Bactarans for the
occupation, and further worsened by the fact that the belt
Adventures colonies received little to no benefit from the deal that
put the Bactarans here–all the incoming fusion drives and
Junardms were being used by the EGF and ESF.
PCEG Investigations
2065-2070 The asteroid belt is the true wild west of the era. Asteroids
and settlements numbering in the thousands can provide
After the occupation was over, the spirit of forgiveness for
an endless variety of tiny cultural bubbles with their own
collaborators sometimes associated with the latter years
oddities and mysteries. Some are trading hubs welcoming
of the Resistance evaporated, almost overnight. The PCEG
to outsiders; others are insular and isolationist. Some
commissioned courts to investigate actions taken during
develop elaborate social customs and courtship rituals.
the occupation, and determine if a person was ever guilty
Some are freeloving polyamorous communes. Beginning
of going above and beyond the bare minimum of self-pres-
in the late 2070’s they can also be distinguished by their
ervation when serving the Bactarans. These courts ended in
attitude towards the incoming Bactarans, ranging from
2070, when the UEN charter was accepted.
friendly and accepting, to begrudging trade partners, to
PCEG Investigations involve looking into things that isolationist racism, to open hostility and violence. The
happened during the Occupation and making judgment Bactaran mining communities have considerable variety
calls about them. The PCEG “trials” often skip questioning, between them too, though most of those do come from
and no representation or due process is guaranteed by the the House of Moti, so they generally start from a similar
system. The investigation teams tend to be judge, jury, and common cultural root.
executioner, which is one reason they do not last very long.

Expansion Era 149


EGF to enforce agreements and defend the ore shipments.
Pirates–using any ships they can get ahold of, often
2068-
modifying civilian Corvettes and Starbusses, then capturing
This fledging interplanetary guard–the Earth Guardian military vessels–raided ESF, EGF, and Bactaran ships alike
Fleet–is the interplanetary police force of the Solar system. for anything valuable. Though not nearly as numerous as
Under the guidance of Resistance heroes like Tyson Brooks, the Bactaran miners, a number of Vorans took up residence
it was formed in 2065 as a part of the PCEG and built up its in the Solar System (to explore, trade technology, and
forces throughout this era. By 2068 the EGF had success- exchange culture), and these visitors, too, must be watched.
fully launched the first fully Earth-built frigate, the Phoenix,
and begun mass-producing them. Using expertise gleaned
The Early ESF
by Bactarans’ slaves, who built their fusion ion drives, the
2070-2095
EGF was able to reproduce the technology independently
by the mid-2070’s, enabling more numerous, varied, and The Earth Star Force was formed in 2070 as the interstellar
longer-range vessels. military force of the UEN. In these early years, the ESF
spends most of its time exploring (most notably charting
The first task of the EGF was recovery and analysis of the
the Parella and Sirius systems). It also accompanies
wreckage of the battle that ended the Occupation; the
diplomats on trips to Varhanna and Bactara (such as the
findings of this analysis led to the Sirius Expedition and the
Sirius Expedition).
formation of the ESF. Bactarans started mining asteroids in
the late 2070’s–they began with 6 asteroids, and for a while The Sirius Expedition (2070-2072): Considered
the EGF had a frigate monitoring each of them. By 2085 the first ESF mission, and the first interstellar mission
the Bactarans were mining dozens of asteroids, and the by Humans intending to return, the Sirius Expedition
EGF’s operations were scaled back to defending Earth, as was intended to establish more peaceful contact with
Earth’s shipbuilding efforts are refocused are ships capable alien species. In the years following the occupation, ESF
of warp bridge travel. While the EGF policed the asteroid personnel combed through the wreckage from the vessels
mines somewhat, they relied more and more on ESF ships in the battle above Earth. Three vessels with prototype

Brooklyn

150 Expansion Era


fusion-ion drives, using navigation charts gathered from the station for its role in the asteroid mining operation;
the destroyed Bactaran Republic vessels and three of the Vorans for diplomatic, scientific, and educational
Junardms recovered from the wreckage, were dispatched to exchanges; and Humans, who oversaw the operation both
establish diplomatic relations with these two alien species, as military and civilians. Its many roles as a way station,
only one of which is known. Just one of these ships returned economic hub, military base, and diplomatic summit
two years later, and none of the surviving crew would talk provided any number of chances for an opportunistic
publicly about or admit to what happened to the others– group to find a way here, legitimate or illegitimate. For the
either because they did not know, or because the success illegitimate concerned with getting caught, Saturn’s rings
of the mission required hiding what happened. Trade was provided an excellent–if dangerous–place to hide nearby,
established with the Bactaran Republic, who began sending blending in with the debris that comprises them.
Bactarans to mine Sol’s asteroid belt for metals, along with
At first, all needed food and supplies were imported from
a sizable shipment of Junardms suitable for Earth’s budding
Earth or brought with the aliens through the gate, making
armada. A contingent of Bactaran and Voran diplomats
Hyperion Station an expensive place to live. The successful
accompanied them as well, taking up stations on Earth,
self-sufficient food production of the Othrys colony on
Ceres, and Hyperion Station.
Titan, starting in 2090, brought new balance to the system.
The Baby Boom (2080-2095): The extreme Herschel Station, built in 2095 in Titan’s orbit, facilitated
mortality rates during the Occupation, especially on this trade further, and soon overshadowed Hyperion
children, have a lasting effect on the demographics of the Station as the center of the Saturn economy. Over the last
ESF (and the EGF) during its formative years. For the first 5 years of this era, most of the Human civilians not directly
15 years after the occupation, virtually everyone in the involved in mining transport operations moved to Herschel
service is someone who was at least a teenager during the Station for its superior economic climate (and considerably
occupation, and 30+ years old by 2080. There was, however, more luxurious accomodations).
a massive population boom immediately following the end
of the occupation, and these children start joining the ESF
Gangs of Redland
and EGF in droves starting around 2080.
2080-2105
By 2085, the force was composed mostly of three types
The Redland colonists spent a long time–about 40 years–
of demographics. The eldest were the veterans of the
believing they are the sole survivors of Humanity. It’s not
occupation. At 40 and over, these old, war-torn war leaders
until 2105 that contact is reestablished.
held most of the Captain- and Admiral-level positions in
the ESF/EGF. The least numerous demogrpahic were the For the first decade and a half, Redland was a harsh world
so-called resistance babies. Born from 2050-2062, this to survive; simply growing food was a challenge, one that
generation suffered 90% mortality rate thanks largely to is eventually overcome by the genetic modification efforts
the ban of vaccinations. Most of the ones that survived were of one Maxine Wellrose, one of the colonists. Once the
children of resistance members, thanks to the resistance’s colony’s resources were better established, its population
vaccination network. Finally, the boom consist of young grew rapidly, and the limited, largely informal governance
recruits, 20 years or younger, born after the Occupation that worked for a small colony of settlers broke down
had ended. in corruption. By 2090, though the official leader of the
colony’s government was still Curt Redland, but the world is
The Moons of Saturn really controlled by organized crime syndicates.
2075- Campaigns set on Redland during this time are likely to be
centered on small-town gang politics and corruption. The
(see pages 236–239 for more detailed information)
Juarez gang and the Union gang are the two main players
Following the return of the Sirius Expedition and establish- in this world–two gangs started by former members of the
ment of interstellar trade, a home base was needed to Juarez Cartel and the Union Underground, respectively.
facilitate and monitor this new activity. The Saturnian While there is little to do in terms of contraband, these
moon Hyperion was selected for its proximity to the warp gangs consolidate power for its own sake, cementing their
bridge, and Hyperion Station was built. Hyperion Station influence threats, protection rackets, and blackmail.
was the first real interstellar port of call for Humankind, a
combination military outpost and civilian hub. Civilians of
all three known species lived there–Bactarans who worked

Expansion Era 151


Moti Mercenaries Many Houses didn’t want to involve themselves in interstel-
2065- lar negotiations at all, while some believed that the Moti’s
plan to annihilate Humans while leaving Earth relatively
Following the attempted genocide of Humanity, what little undamaged is the only hope for an optimistic Bactaran
respect (or pity) the House of Korzof-Moti had had among future. Still others believed that the Human and Voran
the other Bactaran houses evaporated. As a result, the delegations should be destroyed on the spot, and there
Korzof-Moti economy collapsed, and before long they were were a number of assassination attempts.
forced into menial labor–at least, the small portion of them
that were able to find work. The House leadership decided Of particular note is the religious house, the House of
to remove the stain of Korzof from their name, becoming Martoki (see page 215). The Martoki believe that the land
simply the House of Moti as they were before Korzof’s belonging to the Moti is cursed (see the description of
reign. Many of them ended up working the asteroid mines Bactara on page 253 for more details); it was this house
in the Sol System following the treaty; a few used this work that was largely responsible for punishing the Korzof-Moti
to get into the Sol System and get work as bounty hunters generations ago with that land, seeing it as righteous
and mercenaries, often hiding their true identity from punishment for agents of evil. This attitude had not waned
their clients. in the intervening decades, and the Moti and the Martoki
have been feuding ever since. When the Moti began signing
Moti Mercenaries took odd jobs as they could find them. up to mine Earth’s asteroid field, the Martoki were against
Initially, their work was mostly in Bactaran-controlled star the Moti leaving their cursed land, and space launches to
systems. When Humans reached an agreement with the serve this purpose were frequently targeted; some Moti
Bactaran Republic to trade mining rights in Sol’s asteroid retaliated for these offenses with violence of their own. The
belt for Junardms, many Moti jumped at the chance for only thing keeping the two houses from all-out war is the
steady work–but a significant portion of the miners that fact that they are on opposite sides of Bactara.
moved to the mines were former soldiers who still feel the
drive for violence. For a Bactaran, Earth’s back yard was not
necessarily a safe place, so these fighters had plenty to do
Voran Collective
protecting the mines. 2062-2100
The Voran Collective had a more peaceful introduction to
Bactaran Politics the universe than Humankind. While the Korzof-Moti was
2062-2100 searching for a world to conquer and inhabit, the Bactaran
Republic was making first contact with the Vorans and
During this time, the Bactaran Republic, like the other establishing trade relations, hoping to acquire some of the
major powers, was trying to feel its way through interstellar Vorans’ advanced technology in exchange for the Republic’s
politics, while dealing with their own domestic issues. Junardms. When the news of what the Korzof-Moti was
Bactara was a world that was devastated by war around doing on Earth reached the Bactaran Republic and the
a century earlier, and the ecosphere has still not fully Vorans, they launch the first joint mission between the
recovered. First contact with the Voran Merchant Corps was two peoples, with the Republic equipping several Voran
established by the Bactaran Republic in the 2050’s, and ships with Junardms and accompanying them to Earth to
though it had a peaceful and positive resolution, it was not dispatch the Moti.
without its dangerous moments.
The Vorans were present in 2071 when the Sirius Expedition
With the revelation of the Moti’s occupation of Earth in the was sighted, and played host to the talks between Humans
early 2060’s, elements of the Bactaran Republic scrambled and Bactarans during the negotiations, as well as providing
an argosy fleet to stop the occupation. However, fighting them information regarding the state of the warp bridges
between Bactarans was not a hugely popular move, so themselves. The negotiation teams traveled to Bactara,
the fleet’s size was nowhere near what would be required where an initial shipment of Junardms was prepared. When
to take on the Moti at Earth; in desperation, the Republic the expedition returned, a number of Vorans returned with
leadership struck a deal with the Vorans for their assistance them to trade, explore, and learn.
in the matter. The aftermath of this perceived betrayal
was felt well into the following decade, and negotiations
between the Bactarans and both alien delegations can be a
full-time adventure in themselves.

152 Expansion Era


CULTURE: EXPANSION CULTURE: EXPANSION
MFR MED CPU WEP PWR PRP PHY MFR MED CPU WEP PWR PRP PHY

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

Motivations: Achievement, Motivations: Attachments,


Attachments, Romance Romance, Wanderer

Skills: Computer 2 Interests: Astronomy

Species: Human Qualities: Low Bone


Density (3)
Languages: Based on
locations; most often English Skills: Survival 1, Pilot 2
or Chinese
Species: Human

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.

Expansion Era 153


CULTURE: EXPANSION CULTURE: EXPANSION
MFR MED CPU WEP PWR PRP PHY MFR MED CPU WEP PWR PRP PHY

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

Motivations: Attachments, Motivations:


Romance Attachments, Romance

Interests: Cybernetics Interests: Tinkering

Skills: Survival 1 Qualities: Low Bone


Density (3)
Species: Human
Skills: Survival 2, Crafting 1
Languages: English or Chinese
Species: Human

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.

154 Expansion Era


CULTURE: EXPANSION CULTURE: EXPANSION
MFR MED CPU WEP PWR PRP PHY MFR MED CPU WEP PWR PRP PHY

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

Motivations: Avarice, Motivations: Achievement,


Romance, Vengeance Attachments, Romance

Interests: Hideaways Interests: Anti-inhumans

Skills: Pilot 2 Skills: Survival 2

Species: Human, Bactaran, Species: Human


Voran
Languages: English; many
Languages: Various Earth initial colonists know
languages Spanish, but it falls out of
use quickly on Redland,
Tech Notes: Often uses tech with such a small number
stolen from other, more of people.
advanced cultures
Tech Notes: PRP: Ground
Craft, MED: Genetics

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.

Expansion Era 155


CULTURE: EXPANSION CULTURE: EXPANSION
MFR MED CPU WEP PWR PRP PHY MFR MED CPU WEP PWR PRP PHY

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

Motivations: Achieve- Motivations:


ment, Attachments, Achievement, Attachments,
Manipulator, Romance Manipulator, Wanderer

Skills: Crafting 1, Skills: Pilot 1, Influence 1


Influence 1
Species: Bactaran
Species: Bactaran
Languages: Klinoto
Languages: Kortona,
Martoki, or Klinoto

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).

156 Expansion Era


CULTURE: EXPANSION CULTURE: EXPANSION
MFR MED CPU WEP PWR PRP PHY MFR MED CPU WEP PWR PRP PHY

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

Skills: Crafting 2; Melee 1

Species: Bactaran

Languages: Kortona

After their history of violence, the House of Korzof-Moti Base Income:


house is not well-regarded on Bactara. During Korzof’s ͽ500; Base Price: 0.5
rule (approximately concurrent with the early 20th Motivations: Achievement, Attachments, Manipulator
century), the Korzof-Moti were his primary army–an
army of Bactarans selectively bred to increase physical Skills: Influence 2
prowess and fighting instincts, but as an unintended Species: Voran
side effect, gained short tempers and other psycho-
logical issues. At the time, Korzof maintained control Languages: Voran Chroma
by destroying the lands of the people he controlled, Tech Notes: PRP: Ground Craft, MED: Genetics
ultimately leading to a massive dust storm that killed
hundreds of millions. For generations, the Korzof-Moti
are shunned by most Bactaran nations, which is
* Though their Computer TL is only 4, the advanced
tame compared to what Humans want to do to them
following the occupation perpertrated by members of
brains of the queens are capable of detailed comput-
the House of Korzof-Moti. er-like calculation, and can in some scenarios
simulate a CPU TL of (INT), which may be superior to
Around the 2080’s the house leadership decides to their CPU TL.
remove “Korzof” from their house name, becoming just
the House of Moti as they were before Korzof’s reign. Vorans are the most technologically advanced of the
Many Moti migrate from their ruined homeland to three major species in most respects. Biologically,
become mercenaries–the only work that the rest of the their makeup is similar to insects or arachnids,
world will hire them for. The occupation of Earth–even and this shapes the way their society is structured.
though most of the Moti were not involved–only Queens act as organizers, leaders, and matriarchs,
worsened their reputation. essentially a ruling class.

As a result of this reputation, the House of Moti is a


house riddled with famine and poverty. Those that live
in the Moti’s home nation on Bactara cannot possibly
grow enough food there to feed themselves. When the
Republic signs a deal with the Humans to mine the
Solar asteroid belt, the Moti jump at the chance to get
employed as the miners, and there is a mass (though
not complete) exodus of Moti from Bactara. By the
time the Orion War begins, nearly half of all Moti live
and work on Earth’s doorstep–and when they learn the
origin of these workers, Earth is less than pleased with
this development.

Expansion Era 157


CULTURE: EXPANSION CULTURE: EXPANSION
MFR MED CPU WEP PWR PRP PHY MFR MED CPU WEP PWR PRP PHY

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.

158 Expansion Era


CULTURE: EXPANSION
MFR MED CPU WEP PWR PRP PHY
Voran Libertine 6 7 4* 7 6 7 6 New Worlds
The Orion Arm
(see pages 231–265 for more information and maps)
The Orion Arm is the name Humans use for the region of
the Milky Way we occupy. The Expansion Era is the first
time in which Humans put out feelers to the rest of the Arm.
Humans gain a reputation for their resourcefulness in this
era–they use the Junardms and tech left behind to launch
the Sirius Expedition, then leverage the minerals available
in the asteroid belt to gain more Junardms to build a fleet.
Although the violent Korzof-Moti (a subspecies of
Bactarans) found Earth first, the two major spacefaring
civilizations of the Orion Arm–the Bactaran Republic
and the Vorans–were usually peaceful and reasonable
peoples, more or less. Diplomatic relations between these
worlds and the Human newcomers progressed slowly
but steadily. There were several diplomatic expeditions
Base Income: to alien worlds during the Expansion Era, most notably
ͽ250; Base Price: 1.5 the Sirius Expedition in 2070-2071, which established
Motivations:
relations with both the Bactaran Republic and the Vorans.
Achievement, Romance (except drones) The Human consular ships which traveled to Bactara were
surreptitiously fitted with advanced scopes, gathering large
Species: Voran
amounts of data on the star systems they pass through–
Languages: Voran Chroma including, notably, discovering evidence of a second
warp bridge in the Bactaran home system that even the
A minority of Vorans are believers in a new attitude, Bactarans didn’t know about.
particularly towards females and sex, as well as The Bactarans have the most ships spread throughout the
a higher degree of independence from the hive
Orion Arm; after all, they are the only source of Junardms,
structure. Voran Libertines believe that the social
required for any interstellar craft. Their own technology is
dynamics caused by the ability of females to
metamorphose into Queens are harmful, and seek to relatively simple–not far past Apollo-era spacecraft, except
rearrange Voran society in such a way that the three for some advances in propulsion and weapons tech–and
sexes are seen more equally. This philosophy was their economy has been slow to recover ever since the
largely untenable in premodern times, largely due to destruction wrought by Korzof. Even the first generation
a veritable army of dependent drones surrounding of Human frigates with Junardms, the Hammer class, can
and supporting every Queen; however, with the go toe-to-toe with your average Bactaran vessel, and its
advent of synthetic Voran Milk, drones were able to
successor, the Axe class, can generally outmatch them. That
become independent of their Queens, and as a result
the social standing of Queens weakened slightly. does not stop the Bactaran vessels from outnumbering
them ten to one, of course. In stark contrast, the Vorans
Despite this, Queens still retain most of the social have incredibly advanced technology of their own accord,
power in Voran civilization owing largely to their
but have no access to Junardms except through trade.
reproductive capacity. Very few Queens are respectful
of Libertines, and as a result, they tends to be stricken Voran ships are rare outside the Varhanna system, but
with poverty, unable to find work and strike deals formidable.
that other Vorans can. Libertines tend to be much
more eager to interact with Humans and Bactarans,
The Outer Solar System
who do not hold such animosity, and many of the
Vorans emigrating to the Solar System are of this (see page 232 for more information)
culture. In the Expansion Era, Humans discover that the Solar
system’s asteroid belt is unusually rich in natural resources–
in most star systems, metals as rich and abundant are few

Expansion Era 159


Return to Mars

160 Expansion Era


and far between, especially among small bodies where they on Redland; Redlanders use the directions “clock” and
are easily mined. (While metal exists in huge quantities on “counter” for going around the rim (as viewed from the sun),
many moons and planets, it is costly to get these materials and “sunward” and “nightward” to describe going towards
into orbit where they can be made useful.) Humans trade or away from the hotspot. A ring around the hotspot
mining rights to specific asteroids to the Bactarans for approximately 100 miles in width is habitable for Humans.
Junardms, which the Bactarans have in abundance. This Ultimately, when different states begin to form on Redland
deal spurs the Humans’ first serious foray into interplane- in the 22nd century, they all form within this ring, putting
tary travel; the space stations orbiting Ceres and Hyperion each nation in a row around the planet, and no nation
are established to facilitate the transfer of mined materials borders more than two other countries.
(both to Earth orbit and to the warp bridge orbiting Saturn).
Temperature is not the only factor that influences the
Hyperion and other icy Saturnian moons are mined for
habitable area, however. The water cycle on Redland is
rocket fuel and oxygen.
unusual, thanks to the way the wind blows. Only areas
On the other side of the law, a cottage industry of space along the habitable ring that have mountains behind
pirates crops up, seeking the refined metals the Bactarans them are naturally habitable–the mountains push the
mine in the asteroid belt, as well as the various pieces winds upward and force moisture to rain down (just like
of advanced technology available in Human, Bactaran, mountains do on any planet), and it is this moisture that
and even occasionally Voran ships. Junardms, fusion ion provides the rivers that the early colonies depend on. Later
engines, Bactaran weapons, materials, and reactors are colonies develop specialized equipment to harvest ice from
all contraband the pirates will kill for. Pirates will hide the nightward areas, increasing the habitable land area of
anywhere they can, usually among debris and small rocks, the planet.
with Saturn’s ring system being the best hiding place they
Redland’s infrastructure and architecture are built around
could ask for.
these realities, especially the wind and the sun. Most
buildings on Redland resemble lean-tos, built to sweep
Redland the wind up and away, and none are taller than a few
(see page 245 for more information) stories high. Underground construction is popular for large
population centers.
Although the world that became Redland was known
to exist since the early days of exoplanet hunting, the Between the higher gravity and the wind, it’s extremely
colonists did not include any astronomers (as the difficult to lift off from Redland into orbit, and useful air
resistance’s astronomers were nearly all killed by the laser travel is overly difficult and risky as well (all the winds are
attacks just before they launched). Thus, the system was crosswinds relative to almost any direction anyone would
not recognized by the colonists when they emerged from want to go). Thus, Redland cultures have a specialization
the warp bridge, but the Redland colonists had actually in Groundcraft propulsion. Redland cars are heavy, yet
emerged at Gliese 581, and the planet chosen was Gliese efficient; they are sleek and low to the ground to withstand
581d, on the outer edge of the star’s habitable zone. the wind. A rail system is built over the course of the 22nd
century, becoming circumglobal in the year 2193.
Redland is a planet with slightly higher gravity than
Earth, closer to its cool sun. The planet’s proximity to the The Last Ditch (the colony ship) landed on Redland, stayed
sun causes it to be tidally locked to it, with one side of there for about 2 years while the colony was being built,
the planet facing the sun at all times. The entire Redland and ultimately launched in 2068 with a small crew in order
population lives in a temperate ring around the hot spot to patrol the system–a tidally locked ground colony was
of the planet, with the sun hanging in the same place in practically blind to the rest of the system. Although frozen
the sky all the time. There is no night on Redland; or, more and lifeless, one of the moons of Travers (a small gas giant
accurately, there is no change in the time of day, and night on the outskirts of the system) had plenty of frozen water
only happens on the parts of the planet which are uninhab- and useful materials in its crust. Rather than repeatedly
itably cold. The temperature differential creates constant make the difficult landing and takeoff at Redland, the Last
gale force winds, constantly blowing from the night side Ditch began taking most of its resources from that moon,
to the hot spot at ground level, and blowing the other which they eventually took to calling Spring. It returned to
direction a few miles above the ground. the colony only twice–first in 2071 (to pick up an efficient
strain of oxygen- and food-producing algae) and then in
The cardinal directions used here are based on the planet’s
2083 (for a long-awaited changing of crews)–in its entire
tidal locking. North and South are pretty meaningless
lifespan before Second Contact in 2105.

Expansion Era 161


Key Players M. Luciana Sapatiero (2027-2098)
Following her heroics in the final battle of the occupation,
Sapatiero became an instrumental figure in the formative
years of the ESF. Working closely with Tyson Brooks, Sapa-

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.

Sapatiero’s administration set as its first priority the


retrieval of more alien technology at all costs, and more
Junardms in particular. She rightly realized that Earth
without Junardms would be defenseless. In this spirit,
using navigation data gleaned from the downed ships, she
dispatched the Sirius expedition, generally agreed to be
the first mission of the ESF, to establish proper first contact
with aliens, and to return with a supply of Junardms.
Curt Redland

By the time the expedition returned, mankind has


reverse-engineered a functional, Human-built fusion ion
engine design, and combined with the Junardms returned
from the expedition, the ESF began to build a respectable
fleet. The first shipment of Junardms came as a gift of
contrition from the Bactaran Republic–reparations for the
hardships and fatalities endured by Humanity. Following
that, Sapatiero and the Bactaran Republic established a
trade deal–Junardms for the ESF fleet, in exchange for
mining rights to the Solar asteroid belt, beginning in the
late 2070’s.
After three terms in office, Sapatiero decided not to
seek reelection, and retired from the office of UEN
President in 2085.

Curt Redland (2040-2106)


Curt Redland led the settlement ship The Last Ditch to land
on the planet that would later be named after him. With
his background in the resistance, which grew out of an
expertise in organized crime, he ran the new colony in the
only way he knew how–as a dictator. Over the decades,
as the colony began to grow and Curt’s control over it
weakened, it began to be controlled primarily by organized
crime groups. Curt lives long enough to see the colony
reestablish contact with Earth, but not long enough to see
the worlds become friends again.

162 Expansion Era


Maxine Wellrose (2033-2098)

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

hoping to better adapt the population to this new world.


Her first experiments, birthed in 2082, simply removed
some obvious genetic weaknesses from the genome of
newborn colonists. After a few genetically strong, but
still very Human children were born, she began working
to add genetic enhancements beyond the existing
Human genome.
As the enhanced Humans grew up, they ultimately grew
to be resented and hated by the colonists. The colonists,
who had previously been driven to pull together to fight a
stronger enemy that was not Human, fell into that habit
once again. The augmented children and their surrogate
parents were driven out of the main settlement and formed
a second community in 2092 (at the time, the children
ranged from months to 10 years). Wellrose continued her
experiments.
Wellrose succombed, ironically enough, to a heriditary
respiratory disease in 2098, and over the next few years,
one of her apprentices, Roland McCorvey, muscled his way
into the leadership of the Wellrose community, positioning
himself as Wellrose’s successor.

Tyson Brooks (b. 2031)


One of the most prominent spaceflight engineers in
the world, Tyson Brooks was part of the Resistance in its
later years. He was the principal engineer responsible
for incorporating Bactaran technologies (especially the
Junardms) into Human ships. He was the first head of the
research division of the Earth Star Force (ESF), and was
responsible for the design and construction of most of the
bridge capable ships of the late 21st century.

Expansion Era 163


PCEG Investigator

Xander Alan Day


5 CTZ B.C. B
1 2
BIO 4
2
SPECIES: Human 5 2
HOMEWORLD: Earth
WIL BOD

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

Chemistry, Forensics 4 Stealth


Xander Alan Day (2022-2087) 3 Crafting
A major leader and fighter of the survivalist resistance
3 Tactics
during the Occupation, Xander Alan Day chose to lead a
SECONDARY SKILL 2 Humanities
calmer life after the defeat of the Bactarans. He became
a local leader in the Cascade States region (see page 209) 5 Influence 1 Art
of the PCEG largely due to his distrust of the existing
leadership, many of which had collaborated with the QUALITIES NOTES XP
Bactarans. As the PCEG was formed, the Cascade States (of Enhanced Attribute PER 40
which Day was a representative) initially planned on being
Addiction Media, 3 -15
a signatory member, but economic pressure from the tech
sector delayed the ratification. Day, wanting to be prepared Amputee Left leg -15
for the inevitability of another conflict with aliens, secretly Freakish (none) -15
began organizing and training a xenophobic spec ops group, Infirm 2, AGI -20
the Cascade Brigade.
The Cascade States (now led by Day) never joined with the Motivations: Achievement [1] Attachments [2]
UEN, not wishing to have anything to do with a government Romance [1] Legacy [2]
who was making peace with the enemy that had
Interests: Sleuthing [6] Occupation History [6] Bactaran
slaughtered so many during the Occupation. The Cascade
Propaganda [6] Crime Families [6] Science Fiction Novels
Brigade began openly serving as the militia of the Cascade
[6] Adult Cartoons [6] Police Procedurals [6]
States, a key part of their mission being to be prepared for
any future alien incursions. Xander served a few more years Languages: English
as governor before retiring, but his influence was long-last-
Gear: Handgun Shock gloves Standard Outfit Commlink
ing, and the Cascade States remained an independent
nation for generations. Separating the righteous from the guilty seemed so easy
at first: us versus them, resistance versus collaborators. It’s
the investigator’s job to determine the traitors and their
punishment, but with every case, the black and the white
seem to keep swirling together until it’s a muddy gray mess.

164 Expansion Era


Terraformer Peacemaker

5 CTZ B.C. B 5 CTZ B.C. A


1 2 3 3
6 BIO BIO 4
3 1
7 2 SPECIES: Human SPECIES: Voran (drone) 4 6

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

8 Science 2 Art 6 Influence 1 Computer

Chemistry, Planetary Science 2 Medicine Bargaining, Negotiation 1 Crafting


2 Pilot 1 Medicine
SECONDARY SKILL 1 Humanities SECONDARY SKILL 1 Pilot
5 Survival 1 Art

QUALITIES NOTES XP
Enhanced Attribute WIL 40 QUALITIES NOTES XP

10 First Impression (none) 10


Hardy ATM up
5 Officer Operative, Merchant Corps 25
Will to Live (none)
-15 Nyctophobia 1 -10
Freakish (none)
-30 Radiation Sickness 2 -10
Claustrophobia 3

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]

Expansion Era 165


Exiled Warrior

2 CTZ B.C. B
4 2
5 BIO
6
5 6 SPECIES: Bactaran
-1

1
HOMEWORLD: Bactara
WIL BOD
7
1
2

BORN: 2048 AGE: 27


AG
T
PER IN

5
I REA
4

5
1

XP
HA
3

BEA AN C OFC: 0 BANK: 22


0

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

Will to Live (none) 5

Allergy Dust, 1 -5 Motivations: Achievement [1] Attachments [2]


Manipulator [1] Vengeance [1] Avarice [4]
Freakish BOD -15

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.

166 Expansion Era


Ship’s Doctor

5 CTZ B.C. B
1 1
4 BIO
2
5 1 SPECIES: Human
HOMEWORLD: Earth
WIL BOD

2
6
6

BORN: 2043 AGE: 37


AG
T
PER IN

3
I REA
4

3
XP
HA
4

BEA AN C OFC: 0 BANK: 15


2

M
5 TOTAL: 420 NAT: 420
2
3
CULTURE:
5
3 Stellar Pioneer

SKILLS
PRIMARY SKILL MINOR SKILLS

8 Medicine 3 Humanities

Aerospace Medicine 2 Computer


2 Pilot
SECONDARY SKILL 2 Survival
4 Science

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.

Expansion Era 167


Rookie Engineer

6 CTZ B.C. B
1 1
2 BIO
3
3 1 SPECIES: Human
HOMEWORLD: Earth
WIL BOD
3
5
5

BORN: 2061 AGE: 24


AG
T
PER IN

4
I REA

4
2

XP
HA
2

BEA AN C OFC: 0 BANK: 8


5

M
4 TOTAL: 290 NAT: 290
5
3
CULTURE:
4
3 Stellar Pioneer

SKILLS
PRIMARY SKILL MINOR SKILLS

6 Crafting 2 Pilot

Auto Mechanic, Avionics Mechanic 2 Ranged Combat


1 Survival
SECONDARY SKILL
3 Computer

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.

168 Expansion Era


In the process, new worlds are discovered by the growing,
Orion War curious race of Human kind, including Redland–a Human
colony thought to be lost–and a binary world containing
The Line two sentient species at war with each other. These
worlds struggle to fit in to the larger galaxy unfolding
around them.
Address by Fleet Admiral Lee J. Blitzen;
August 4, 2101 The UEN and the Bactaran Republic wage war; first in
the asteroid belt, then in Sirius. The Vorans, a powerful
Today marks the start of the new age of Humankind. insectoid species from beyond the Parella system, can do
The seeds of war are sown, and we have prevailed in the little to prevent the war from their far vantage point, until
first trials of the age. The insidious agents of the House circumstances bring the war to their doorstep.
of Moti, planted in our own solar system, have been
held at bay and contained.
Playing an Orion War Campaign
The news from Ceres that we have won the day there is
the just the spark of what’s to come. We have secured The Orion War is a war between the Humans and Bactarans
our home system for now, but if we simply stop here, stemming from the agreement allowing Bactarans to mine
all that we’ve won will be lost. If we give the Bactarans Earth’s asteroid belt in exchange for Junardms; ultimately,
time, they will invade our system again. Our resources this war results in the collapse of the Sirius-Mintaka warp
here are limited. If we do not push the line forward, bridge and the establishment of Parella Station. The Orion
Bactarans will flood the Solar System and overwhelm War is the war pitting Human against Bactaran, and it
us. We are outnumbered, and our only choice is military claims tens of thousands of lives by the end.
cunning.

To this end, I will personally lead the fleet through the


Saturn warp bridge. Our movements after this point are
Adventures
classified, but we will be outmaneuvering the Bactaran
fleet, and the element of surprise will be on our side. Orion War
If you are seeing this address, you have been selected for 2101-2109
the Earth Star Force draft. As we have more interstellar
The Bactarans had, for decades, been trading Junardms to
ships than we have crew for them, it is time to bring
Humans in exchange for mining rights to the rich, dense
in help from the local Earth Guard Force. This excit-
asteroid belt around Sol. A number of Humans wer uneasy
ing development will mean untold opportunities for
leadership and advancement. You will be one of the first at the thought of Bactarans swarming all over the Solar
of Human kind to establish a permanent presence in system; the arrangement fell apart completely when it
another star system. In the process, you will be helping was revealed that many of the workers in the asteroid belt
to keep the Solar System safe for all of us. were, in fact, the House of Moti, part of the same house of
Bactarans that had occupied Earth. Although they were a
We will not just hold the line. We will push the line generation removed, they had the same subspecies traits,
forward. added strength and short tempers.
The theaters for this war, with an overview of the history of
The Story of the Age each, were as follows:

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

Orion War 169


Orion War
Bactaran tugs and bombs the mines, killing hundreds of Push the Line Forward (2101-2102)
Korzof-Moti; most of the combat-capable Bactaran ships Anticipating an interplanetary incident, in late 2101,
in Sol converged on the EGF ships at the Battle of Ceres. Admiral Blitzen planned to dispatch the ESF fleet through
The EGF suffered heavy casualties thanks to the Bactarans’ to Sirius via Parella as a preemptive strike. Unfortunately,
superior weapons technology, but a lack of organization while the ESF’s ship manufacturing was ahead of schedule,
and strategy ultimately proved fatal for the Bactaran ships, their personnel recruitment was woefully insufficient for
which were not prepared for battles larger than skirmishes an incursion. Blitzen took advantage of a draft clause in the
with pirates. A majority of Bactarans in the belt were EGF recruitment contract to draft EGF crew to his own ships.
killed; the mining and shipping crews suffered about 75% Many officers of the EGF, who had signed up for a limited
casualties, and about 50% of Bactarans living on Ceres service term in space relatively near home, suddenly found
were killed. Human entrepreneurs began to scavenge the themselves on an indefinite mission into deep space. Some
now abandoned Bactaran mines for profit, and more than a of these draftees defected to the Voran Tactical Corps while
few of them were unethical about how exactly they define in the Parella system.
“abandoned”.
The ultimate intention was to proceed through Parella to
Saturn and Hyperion Station (2101) Mintaka, but Bactaran forces had the Parella-Mintaka warp
Hyperion Station had been steadily losing Human civilians bridge heavily guarded; traveling an indirect route via the
to Herschel Station for years when news of Ceres hit. The Sirius system would enable the ESF fleet to avoid much of
Bactarans on the station now outnumbered Humans three the Bactaran argosy. There was no battle here, and the fleet
to one in the civilian sectors (alongside a much smaller did not draw much attention as it passes through to Sirius.
Voran population), and riots quickly threw the station into
Sirius (2102-2106)
chaos; most Humans in the civilian blocks of the station were
killed. The ESF sealed off the military sector of the station The battle for Sirius raged in 2102, and the ESF, thanks to
and shut down the docking ports, turning the civilian sectors unusual tactics and the element of surprise, was victorious
into a virtual prison. Vorans were permitted to move to the despite inferior numbers. The Earth ships salvaged the
protected military side and leave the station, and some of Junardms of the Bactaran fleet–and more than a few of
them returned to Varhanna to report. To restrict information their weapons–and over the next year, the ESF managed
flow and maintain the element of surprise, the ESF elected to establish a shipyard around Sirius. Between 2103 and
to keep Bactarans from leaving the station as its offensive 2106, the shipyard built cruisers and, once their supply of
fleet moves to Sirius; the Vorans, seeking to reduce casualties Junardms is exhausted, battleships, to establish Sirius as
on both sides, began using their established trade routes to a foothold.
smuggle key Bactarans and information across these lines.

170 Orion War


Orion War 171
Redland (2104) the Last Ditch destroyed it before it could return and report
One of the warp bridges in Sirius leads directly to Redland. its findings. The final expedition, sent to find out what
The Bactaran Republic had explored the Redland system happened to the third one, took place in 2083, when the Last
through the bridge on four occasions, and it was mostly by Ditch was again landed at Redland to change out crews, and
chance that no reports of a Human colony on the system as the expedition was making no specific effort to chart the
had been received. When the invading ESF charted Redland system, it missed the colony itself. When the ESF took over
in 2104, they were shocked to discover Humans living the Sirius system in 2102, it gained access to these Bactaran
there. Contact was reestablished via Redland’s guardian records indicating that there was no presence in Redland.
vessel Last Ditch in 2105. The Redland commanding officer As a result, the ESF exploration vessel was shocked in 2104
revealed the location of the warp bridge that they’d used to discover Humans living in the system, as Redland was
to get to Redland in the first place; the Solar System shocked to learn that Humanity had not been wiped out 40
entrance was around Uranus, which had been little studied years earlier. The wayward Human tribe was greeted, and
after the invasion, and had simply gone unnoticed in the the ESF attempted to reintegrate the colony with the rest
intervening years. of Humanity. Many Redlanders, however, were distrustful
of the newcomers, having grown up for a generation with
Mintaka (2108)
the belief that Bactarans had exterminated Humanity, and
In 2108, Bactarans sent through a strike force from Mintaka these fears are not eased when they learn that the current
that manages a pyrrhic victory to disable the shipyards military situation was a result of having allowed Bactarans
and a number of the ESF vessels before being destroyed into the Solar System. Conversely, the UEN citizens that
itself. Most of the remaining ESF vessels, including the toured Redland found a number of Human Rights violations
flagship and Admiral Blitzen, entered the Sirius-Mintaka occurring, particularly regarding the treatment of genetically
bridge to retaliate, coincidentally at the same time that the modified Humans, who had no legal standing on Redland
second wave of Bactaran ships was coming through the at all. Redland and the UEN agreed that Redland should
gate. With two fleets traversing in opposite directions, the remain an independent colony, with the only condition being
warp bridge’s stabilizers were unable to protect the bridge, a one time allowance to all genetically engineered Humans
and the bridge collapsed; neither fleet is heard from again, on Redland to emigrate to Earth.
having vanished into the warp bridge. What remains of the
Human and Bactaran fleets are stuck on their own sides. By the time the Treaty of Parella is signed, Redland is
considered an independent protectorate of the UEN. Its lax
Return to Parella (2109) Human Rights laws caused an influx of research scientists,
Both sides realized that Parella is now the only path who sought to pursue experimentation without legally
between Bactara and Earth, and both rushed to control the binding ethical considerations. On Redland, such experimen-
bottleneck, reaching the Parella system in 2109. The Voran tation was completely legal as long as the test subjects were
Tactical Corps, unhappy that the war was about to come not entirely Human. Conveniently, the very act of altering
to a head on their front door, flooded the Parella system, genes causes the test subject to fall into the nonhuman
forcing the two sides to the bargaining table. The Treaty of category. Redland soon became home to a number of
Parella was signed, leading to the establishment of Parella advances in medicine, especially in genetic engineering; the
Station and the Unification Charter fleet. booming medical science industry soon grows powerful
enough to effectively control the government and keep any
Second Contact with Redland pursuit of rights for these test subjects from taking hold.
2104-2115
Kennesawu Contact
Prior to the ESF takeover of the Sirius system, the Bactaran
2105-2115
Republic had sent at least four charting expeditions from
there to the Redland system, and with each expedition the The first Human exploration vessels entered a new star
Redland colony went undiscovered. The first was in 2063, system from a Redland warp bridge in 2105, shortly after
before the colonists arrived. The second, in 2067, happened having reestablished contact with Redland. The most signifi-
while the Last Ditch was landed on the sun facing surface cant discovery in the system was the binary planet whose
of Redland, which was facing away from the warp bridge name was later learned to be Kennesawu. The magnetic
at the time and thus was never seen. The third expedition field of these worlds is extremely strong, and the inadequate
did discover the Last Ditch in orbit around the gas giant, but shielding of the initial charting vessels caused random
systems failures, and ultimately the charter crash lands on

172 Orion War


the larger planet, Kennu. Over the next year, the surviving to break away from the main fleet and establish contact
crew makes first contact with the native species of the planet, with the Vorans in the system, seeking sanctuary with
the Guigu; the Guigu are an early industrial civilization with, them. The experiences of these defectors varied wildly, but
surprisingly enough, a viable space program based largely on the Voran Tactical Corps had a purpose in mind for most
exploiting the planet’s magnetic field. of them. Some traveled to Voruna, where they exchanged
The charting vessel’s crew is able to design a communications knowledge and culture with the Vorans. Some were
probe with sufficient EM shielding to survive Kennesawu’s placed in a pilot program known as the Unification Charter,
magnetic field; in exchange for some of the Humans’ attempting to make use of crews of all three sentient
advanced technology, the Guigu agree to launch it to orbit. species aboard Voran vessels; these crews were sent to
Eventually, a search and rescue mission is sent through the explore the uncharted systems beyond Mintaka. Many
bridge, and relay communications via the probe. A newer, chose to go to Mintaka itself to work with the Bactarans,
better shielded vessel is sent through the bridge to retrieve seeking payback for their forceful drafting by the ESF.
the survivors and to open formal relations with the Guigu.
The Technoshamanic Crusade
An ethical issue is discovered during this time; the Guigu’s
2098-2120
advanced spaceflight is possible by harvesting organs from
a spacefaring creature in the system, the Symtraya–who, (see page 102 for more information about the
as it turns out, are sentient. The UEN delegates move to Technoshamanic network)
break ties with the Guigu over this violation of sapient
Following the creation of the UEN, when national lines are
rights, but the Redland government takes issue–the recently
either lessened in severity or wholly eliminated, corpora-
codified agreement between Redland and the UEN grants
tions began to rise as the largest competitive unit of Earth.
Redland legal authority over all worlds past its warp bridge,
In the final years of the 21st century, strange occurrences
including Kennesawu. Adding fuel to this, Redland law
were reported throughout the world of the megacorpora-
does not recognize rights for sapients, only for Humans, so
tions. Nonsensical mergers and buyouts, IT departments
the exploitation of a sentient race is a non-issue for the
run amok, and an unusually high assassination rate among
Redlanders. The legal battle is ultimately settled in 2115, and
the world’s wealthiest financiers had the rich growing more
Redland takes over relations with the Guigu; in concession,
paranoid and insular, driving more than a few of them to
they agree to provide free passage through the Redland
emigrate offworld, generally bringing both their assets and
system for both UEN and Guigu.
their attitudes out to the solar system, contributing to the
The UEN pulls back from plans to explore the rest of the growing tensions in the belt.
warp bridges from the Redland system, fearing that Redland
Those who remained on Earth learned the truth
would claim ownership over them as well if anything
not long after the outbreak of the Orion War; a new
worthwhile is discovered there; as Redland does not have the
movement known as Technoshamanism was on the rise.
resources to chart those systems, they go unexplored for the
Technoshamans served a networked distributed algorithm
next decade (at least officially).
which organized its assets to where they were needed most.
This movement put advanced technology at the control of
The Draft Defectors its adherents, giving them untold advantage in carrying out
2102-2109 their missions, which often focus on the technoshamans’
When the ESF pushed into the Sirius system, its admiralty primary target: corporations.
exercised a little-known clause in the contract of EGF Technoshamanism’s largest strides were made in the
officers. In the process, many who had signed up for a early months of the Orion War, while most of the military
standard five year contract defensively patrolling the might in the solar system was focused on the war; agents
Solar System found themselves pressed into an indefinite of the network found it easy to accomplish their goals
period of offensive wartime service in deep space. Morale with so little military pushback at the disposal of their
among the drafted officers was so low that defections were enemies. After the war left the solar system, the conflict
inevitable, but the ESF was effective in enforcing the draft was brought into more of a stalemate as the UEN’s goal of
in the Solar System by denying passage back to Earth or financial stability took focus back from the war. Over the
other worlds to any who did not report for duty. next two decades, the technoshamans continually attacked
After the fleet passed through the Parella system, a number (financially, strategically, and when needed, physically) the
of transports carrying nearly a hundred officers managed wealthiest capitalists and made it their mission to rebuild
the economy of the Earth for the benefit of its people.

Orion War 173


CULTURE: ORION WAR CULTURE: ORION WAR
MFR MED CPU WEP PWR PRP PHY MFR MED CPU WEP PWR PRP PHY

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*

Motivations: Achievement, Motivations:


Attachments, Romance Achievement,
Attachments,
Skills: Computer 1 Missionary
Species: Human Qualities: Addiction
Languages: English (3, Network Media)

Skills: Computer 2

Species: Any, but mostly


Human

Languages: Shamanic
(as a second language)

Tech Notes: For rank of Agent


or higher, price multiplier is
0.5 on any item with a CPU TL
requirement.

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.

174 Orion War


CULTURE: ORION WAR CULTURE: ORION WAR
MFR MED CPU WEP PWR PRP PHY MFR MED CPU WEP PWR PRP PHY

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

Interests: Tinkering Interests: Cybernetics

Qualities: Low Bone Skills: Survival 1


Density (3)
Species: Human
Skills: Survival 1, Crafting 1
Languages: English or
Species: Human Chinese

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.

Orion War 175


CULTURE: ORION WAR CULTURE: ORION WAR
MFR MED CPU WEP PWR PRP PHY MFR MED CPU WEP PWR PRP PHY

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

Motivations: Motivations: Attachments,


Attachments, Romance, Romance, Promotion (EGF/
Vengeance ESF)

Qualities: Low Bone Skills: Pilot 2, Science 1


Density (4)
Species: Human
Skills: Pilot 2
Languages: English
Species: Human, Bactaran

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.

176 Orion War


CULTURE: ORION WAR CULTURE: ORION WAR
MFR MED CPU WEP PWR PRP PHY MFR MED CPU WEP PWR PRP PHY

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

Motivations: Achievement, Motivations:


Attachments, Romance Achievement, Romance,
sometimes Promotion (ESF)
Interests: Anti-inhumans
Qualities: Genetically
Skills: Survival 2 Modified
Species: Human Species: Modified Human
Languages: English Languages: English
Tech Notes: PRP: Ground Tech Notes: PRP: Ground
Craft, MED: Genetics Craft, MED: Genetics

After two generations believing that the Bactarans Note:


had exterminated humanity on Earth, the Redland This culture is only available to genetically modified
colonists are predisposed to hate anything humans born on Redland starting in the 2070’s.
non-human. After Second Contact in 2104, Redland is
thrilled to learn that mankind is alive, though some The first genetically engineered humans from Redland
are deeply suspicious. A decent number of colonists reach maturity during this time, and they are discon-
join the ESF after the treaty is signed in 2106, most tent, with good cause. Shortly after Second Contact,
with the sole intention of killing as many Bactarans the UEN signs a treaty with the Redland government
as possible. which makes law the discrimination that the experi-
ments felt since their creation; they were not human,
Culturally, Redland has become entirely controlled by and therefore, they had no rights. Subsequent protests
organized crime, with the government having been forced Redland to grant one concession; experiments
overwhelmed following the population boom. As the could leave Redland and emigrate to Earth, where
Orion Wars come to an end, the various syndicates they are considered humans under the full protection
have started to entirely supplant the government of the law, under the condition that they serve in the
in their respective territories, well on their way to ESF military for at least two years. Droves of experi-
becoming nations themselves. ments accept the deal, and Redland doubles down on
mistreatment of “inhumans”, and continues to create
more and more experiments, now kept in secured
enclaves, cut off from the outside world.

Orion War 177


CULTURE: ORION WAR CULTURE: ORION WAR
MFR MED CPU WEP PWR PRP PHY MFR MED CPU WEP PWR PRP PHY

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

Interests: Asteroid Belt Species: Bactaran

Skills: Crafting 1, Languages: Klinoto


Influence 1, Melee 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.

178 Orion War


CULTURE: ORION WAR CULTURE: ORION WAR
MFR MED CPU WEP PWR PRP PHY MFR MED CPU WEP PWR PRP PHY

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

Languages: Kortona, Martoki,


or Klinoto

Following the ambush of Sirius, different houses Base Income:


within the Republic are intent on either finding a ͽ500; Base Price: 1
peaceful solution to the situation, on reclaiming the Motivations:
lost territory at all costs, or on eradicating humanity Achievement, Attachments
in vengeance (the last opinion being led by none
Skills: Influence 2
other than the House of Moti, of course, who have
already lost the most to humans). Species: Voran

Languages: Voran Chroma

During this era, the Voran society begins to shift.


In the old days, it was difficult for a female to
successfully become a Queen, thanks largely to
overcrowding and limited resources. With trade
and colonization, the Vorans experience a surge in
Queen population. This is, however, not sustainable;
more Queens mean more offspring, and the same
overcrowding problems could occur in the next
generation, only on a larger scale. New legislation
limits the number of fertile offpsring (that is, not
drones) young Queens are permitted to spawn.

Orion War 179


CULTURE: EXPANSION CULTURE: EXPANSION
MFR MED CPU WEP PWR PRP PHY MFR MED CPU WEP PWR PRP PHY

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

Motivations: Achievement, Attachments, Broken Will Motivations: Achievement, Attachments, Romance

Skills: Medicine 1 Skills: Survival 1

Species: Voran Species: Voran

Languages: Voran Chroma Languages: Voran Chroma

Voran drones gain a greater independence in this era;


though many remain fiercely loyal to their hive, in
modern Voran culture, this is a matter of choice, not
obligation.

180 Orion War


CULTURE: ORION WAR
MFR MED CPU WEP PWR PRP PHY

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.

Orion War 181


Key Players Admiral Lee J. Blitzen (2041-2108)
Formerly a resistance fighter in his homeland of Germany,
Blitzen became a prominent ESF admiral at the time of the
onset of the Orion War. He was watching the escalating

Admiral Lee J. Blitzen


Human-Bactaran tensions from Hyperion Station when
Ceres fell under siege and Bactarans started getting
slaughtered. Foreseeing a major strategic problem if
the Bactaran Republic caught wind of the incident, he
immediately ordered that no Bactarans were to be
permitted through the Hyperion warp bridge from the
Sol side; all cargo en route was to be seized, and the ESF
combat fleet currently under construction would incur
through the bridge to Sirius, taking the Bactarans there
by surprise. The ESF’s crew training lagged behind its ship
production, so to maximize their forces, EGF crew were
hurriedly transferred to just off the line ESF ships for
the attack.

The surprise attack was successful, and Sirius was taken.


The ESF constructs a shipyard around Sirius, building larger
battleships in the system to help hold it for the next years.
Alan Stevens

Admiral Blitzen himself was on the lead ship when the


fleet attempted to continue through the Sirius-Mintaka
gate at the same time that a Bactaran fleet was traversing
it; the bridge collapsed, destroying both fleets and killing
Admiral Blitzen.

Alan Stevens (b. 2085, Earth)


Widely known for being an advocate of equal rights among
aliens and Humans, and especially known for negotiating
on behalf of Humankind in the Treaty of Parella. During the
remainder of the Orion War era, Stevens fought unsuccess-
fully for the nullification of the Redland Treaty and the
reinstatement of nonhuman rights in the Redland systems.

Calliope/Calvin Jones (b. 2067)


Calvin Jones, who prior to 2105 was living as a woman
Jones

named Calliope, was an officer in the EGF in the years


leading up to the Orion War. Like many other EGF officers,
he was drafted into the ESF by Admiral Blitzen’s orders.
Like some, he defected from the ESF when it became clear
that the offensive in the Sirius system would last longer
than first planned, and found refuge on a Voran merchant
craft. While with the Vorans, he reshaped many of his ideas
regarding both the military and his own identity. By 2106,
Jones had started using the name Calvin and become a
major advocate for friendship between all sentient species.
Towards the end of the war, he helped negotiate the Treaty
of Parella.

182 Orion War


Veronica Watts (b. 2040, Earth)

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.

Ro McCorvey (b. 2061, Earth)


Roland McCorvey is a geneticist, and was Maxine Wellrose’s
protege; he is mostly known for being an influential
force for removing basic rights from genetically modified
Humans, on the grounds that they aren’t Human. When
Wellrose founded her modification-friendly community
outside the main Redland colony in 2092, McCorvey
stayed behind. Following Wellrose’s death, McCorvey
maneuvered himself into a leadership position in the
Ro McCorvey

Wellrose community and immediately began making


changes, progressively removing all freedoms and rights
from the genetically modified there, treating them as
nothing more than test subjects. This move, combined
with Veronica Watts’s work on the Redland treaty which
formalized this lack of rights, turned the Redland colony
into the most valuable location for genetic research on
Humans, and ultimately proved to be an economic boon for
the Redland colony, though the ethical reality does not sit
well with many.

President Fajorrah (2063-2108)


Fajorrah, from the House of Punomah, was the president of
the Bactaran Republic at the turn of the 22nd century. They
were the president in 2102 when the Humans took Sirius by
surprise. Frustrated by what they termed as incompetence
by the military leadership, they stepped down as president
President Fajorrah

in 2107 to resume their post as general (which they’d been


before their election) and lead a massive strike to take back
Sirius. They personally led the charge through the bridge, in
which the entire fleet was destroyed.

Orion War 183


White Sky (b. 1730)

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.

Tahm Titehn Headun (b. 2055)


A Guigu astronautical scientist. She was famous for
researching the collection and use of Symtraya organs in
spaceflight, leading to the Guigu’s space program.

Stormbringer (b. 2076)


A high ranking technoshamanic puppeteer. During the
crusade against the corporations, she garnered a positive
Tahm Titehn Headun

reputation on the network due to her exploits against


the network’s targets. Once the Technoshamanic society
is publicly known, she became the public face of the
movement, as the most powerful known Agent of the
network. She was interviewed by a number of journalists
and public figures, serving as the first public face of the
Technoshamanic network and the source of most of the
publicly available information about it.
Strombringer

184 Orion War


Experienced Captain

2 CTZ B.C. B
1 2
6 BIO
5
7 2 SPECIES: Human
HOMEWORLD: Earth
WIL BOD

5
3
3

BORN: 2048 AGE: 57


AG
T
PER IN

4
I REA
4

4
XP
HA
4

BEA AN C OFC: 0 BANK: 9


3

M
1 TOTAL: 620 NAT: 620
3
5
CULTURE:
1
5 EGF/ESF Officer

SKILLS
PRIMARY SKILL MINOR SKILLS

8 Influence 4 Computer

Etiquette (ESF), Bureaucracy (ESF), Leadership 3 Pilot


2 Science
SECONDARY SKILL 2 Survival
6 Tactics

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.

Orion War 185


Non-Corps Engineer

2 CTZ B.C. B
1 1
5 BIO
6
5 2 SPECIES: Voran (female)
HOMEWORLD: Voruna
WIL BOD
6
5
5

BORN: 2086 AGE: 21


AG
T
PER IN

4
I REA

4
2

XP
HA
2

BEA AN C OFC: 0 BANK: 12


3

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

Eidetic Memory (none) 5

Officer Lieutenant, ESF 15

Counterculture Romance -5 Motivations: Achievement [2] Romance [1]


Promotion (ESF) [3] Avarice [1]
Scarred Scarred Legs from Sports, 5 -10
Interests: Automated Manufacturing [6]
Voran Corps Politics [3] Progressive Voran Movements [2]
Languages: Northwest
Gear: Hammer Spacesuit (Voran) Commlink
This engineer believes in individualistic freedoms, but is
still trying to find his place in the universe after leaving
his hive. When the ESF made him a lucrative offer to serve
as a technological advisor on one of the human ships, he
accepted, even knowing that it would likely mean never
returning to Voruna.

186 Orion War


Squad Leader

1 CTZ B.C. B
1 2
3 BIO
5
4 2 SPECIES: Human
HOMEWORLD: Earth
WIL BOD
4

5
4

BORN: 2071 AGE: 38


AG
T
PER IN

5
I REA
3

5
XP
HA
3

BEA AN C OFC: 0 BANK: 9


4

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

Upper Crust (none) 10 Motivations: Attachments [2] Romance [1]


Incompetent Pilot -10 Promotion (ESF) [3] Manipulator [4]

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.

Orion War 187


Moti Miner Genetic Prisoner

5 CTZ B.C. B 4 CTZ B.C. B


6 2 1 5
3 BIO BIO 6
5 5
3 8 SPECIES: Bactaran SPECIES: Human 7 5
-1

1
HOMEWORLD: Bactara HOMEWORLD: Redland
WIL BOD WIL BOD
6

5
1

4
2

BORN: 2066 AGE: 35 BORN: 2089 AGE: 20


AG

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

5 Crafting 4 Athletics 5 Stealth 2 Melee


1 Influence Hiding, Shadowing
SECONDARY SKILL 1 Science SECONDARY SKILL
5 Melee 3 Athletics
Striking

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.

188 Orion War


track of time. Gray had to carry me the last few meters;
Artifact era I guess it would be rude to complain about the bumps
on my head, since I’d be dying of heat exhaustion if
2110-2140 they hadn’t. Vorans just aren’t used to carrying people
without exoskeletons I guess.
Mayday I’m recovered from my exhaustion now, and Lt. Blake
just called us to come check out some readings. Some-
Ship Logs for Lemuria Expedition officer Tech José Incento thing about Whisker 3, one of the five satellites we
April 7, 2115 dropped in orbit before coming down here.
Ma’s got something to be proud of now. I’m officially the
first Human to set foot on this planet. April 25, 2115
Let’s give this another shot.
Okay, sure, it’s mostly because nobody else wanted the
job, but I’m countin’ it. And it’s only a technicality, of Turns out Whisker 3 had found a sudden massive storm
course. There’s half a dozen aliens on board, and me front from the south, rolling in hard and fast. We’re
and the Lieutenant are the only Humans on it. And the talking over 400 kph wind speeds, not to mention the
Lieutenant pretty much has to stay on the ship, seeing risks of not actually knowing what kinds of particulates
as she’s in command. So, by default, I’m the first Human or flesh eating microbes might be carried by rain on an
to set foot on Lemuria. alien planet. We launched to orbit to avoid being caught
in it, so we decided to spend a little time up here. The
Just stepped over that root… first Human to do that. storm didn’t match any known predicted patterns, and
Nevermind that the ship’s doc Gray Courage warned me it seemed to go straight to our landing site and just
not to trip over it. He… or they, I guess would be the right sort of battered that area for a day and a half before
word… they’re a Voran drone… not Human. So, I still get dissipating.
credit.
That got Blake all paranoid about triggering some sort
We’ve got samples to collect today. Gray is a research of weather controlling device down there. She has an
scientist with a biology background, and they’re pulling overactive imagination.
double duty as the mission’s medic. So we’re all follow-
ing their lead. And I… well, I’m mostly carrying stuff. My So, we’re on our way down to the surface again. Let’s see
background is useful in the sense that the captain needs what we can find this time.
to cover their ass. I’m an archaeologist by training, but
there’s not actually gonna be any archaeology done on
Recovered Data Unit logs
these worlds unless the biologist finds something really
weird. So, I’m just lifting. April 27, 2115
Maybe the storm has a mind of its own after all. After
April 21, 2115 we landed yesterday, we returned to the site right away,
Well, how about that. The biologist found something and then got another signal from Whisker 3 just a few
really weird. hours later–we got more advance warning this time,
knowing what to look for. Gray called off the mission
We were exploring a crevasse in our search area when and we started heading back to the surface, but then
Gray called me over. They had found some fossilized we got separated by a cave in. One of the other Vorans,
bones that looked suspiciously humanoid. We all ex- a male named Beam of Red, was caught underneath–
plored the area a little more and found some fossils that looks like he died instantly. Gray themself had one of
appeared to be not just humanoid, but actually tech- their four walking legs caught and broken. They took
nological. We’ve got our chemist dating some samples the remaining crew back to the ship, since they weren’t
now. For all the extant aliens we’ve met in the last 70 going to have time to dig me out before the storm hit.
years, this looks like it may be the first planet discovered The crew is lifting off again, but will come back with
with evidence of an extinct sentient species. heavy equipment in another 4 days to dig me out, after
the storm has come and gone.
The sun was getting high in the sky, and it was getting
too hot to work, so we had to return to the ship for So all I gotta do is wait out the storm for four days with
now. We almost got back too late because we were so no supplies. I’ve got one canteen of water on this planet
enthralled by the discoveries that we starting losing

Orion War 189


that is 31 C even this deep in a cave. But at least I’ve got I have two log recorders–this one is mine, and I also
my archaeology tools. And my data recorder. So pretty have the dead Voran’s. I’m going to leave this data unit
much all I can do is record journal entries until I dehy- with my initial logs in the cave here where I’ve been
drate sometime tomorrow. stuck while I go explore and try to find a way out. If you
find this log, you hopefully know where to look to find
April 28, 2115 me. Follow the trail of camera drones, I guess.
I got an idea! Even better, it worked! Hope you find me. Or I find you.
Lucky for me, the Voran that got crushed was closer to
my end of the cavein that the outside. More luckily for Captain’s Log
me, he was carrying the supplies–food and water for the June 12, 2115
dig crew of five, with redundant supplies for three days,
a water recycler, and best of all, a thermal unit designed We had to call off the search for Tech Incento today. Two
for the atmosphere on this world. I don’t know any crew of the expedition are declared missing and pre-
Voran customs for the dead, so after I dug the supplies sumed dead. We will be returning to Parella to deliver
out, I said a few words over his body. He may or may not the news to their families and to get more experts who
get recovered along with me and get a proper funeral, might be able to figure out what exactly is going on in
but it seemed right to play it safe. that cave. Though we’ve lost people, the small bits of
technology we’ve found are too incredible to ignore.
I set up camp in an adjacent chamber. The food is meant
for five people to survive for the three day window for We will be back.
the ship to return; with just me, that means they get
five times as long to save me. Water and air shouldn’t be
an issue. The Story of the Age
I’m going to start moving some of the rocks on my end. By the year 2110, the war between the Humans and
I’ve got nothing better to do, and it’ll save them a little Bactarans had raged for ten years across three star systems.
time in the rescue. It appeared to come to an end with the destruction of
massive fleets from both sides in a horrific wormhole
May 1, 2115
incident which collapsed the warp bridge between the
The word “Mayday” seems pretty appropriate. Sirius and Mintaka systems. The vindictive scraps of both
fleets, however, made their way around the warp bridge
First of all, the expected rescue time has come and gone. network to what was now the bottleneck between the
No radio contact. I was angry for a few hours. systems, Parella. The advanced insectoid species, the
I kept digging though. In the last few days I’ve made Vorans, wasn’t comfortable with the war’s front lines
good progress, and today I managed to clear a tiny hole, coming to their doorstep and sent their massive, powerful
enough to toss a small camera drone through. About 30 fleet to stand between the two fleets, forcing the Humans
feet past the cavein, I found a curve that didn’t look right and Bactarans to a truce.
to me–archaeologist, so, pretty good at underground The Treaty of Parella establishes the Unification Charter, a
layouts–so I rechecked the vid logs from our trip in. The collective military composed of all three main species. Its
cave’s layout changed at some point in the last three home base, Parella Station, is constructed in the system of
days. If this isn’t the only spot that’s happened, it’s no
the same name which is now the undisputed chokepoint of
wonder I haven’t heard from them. They’re probably lost
the entire Orion Arm. It seems that peace is finally achieved.
as hell.
But reports of advanced ancient artifacts discovered in a
I don’t think I can stay here waiting to be rescued. I’m system near Parella start to rekindle old tensions…
going to explore the caverns. I left the camera drone out
there to monitor and alert me for changes in the cave
layout, and have another dozen drones I can leave along
Playing an Artifact Era Campaign
my path as relay points–digital bread crumbs. I’m going
to try and map out this place, at least, how it is now, and Following the signing of the Treaty of Parella, the
see if I can find a way out. Unification Charter fleet is established and construction
begins on the massive Parella Station. This station is the

190 Orion War


hub of the entire Arm, located at the chokepoint that is the charted adjacent systems, and protected the station. As
Parella star system. The Unification Charter fleet combines relations began to fall apart with the artifact hunts, most
the technology of the three contributing worlds, and Unification charter vessels fell back to Parella Station; some
any sentient being (including the newly contacted, less crew (of all three species) defected back to their native
advanced species, the Guigu) may apply to join the fleet. species’ militaries, but many still believed in a unified
The station itself, in addition to being the home base to the mission, making Parella Station their permanent home.
fleet, is also a center of trade and diplomacy, and neutral The fact that governments were cooperating, however, did
territory between the three worlds. not mean that all was calm. Part of the treaty that formed
A campaign during the early part of the Artifact Era will the station mandated that any traffic going between the
likely be centered around Parella Station. The players may routes to the primary planets of each species–Mintaka,
be a part of the Unification Charter fleet which lives on Sol, and Varhanna–must rendezvous at Parella Station for
the station, trying to keep order. They may play the role of scanner sweep and inspection, and enforcing these rules
businessmen, legitimate or otherwise, taking advantage of can get touchy when not all ships want to comply. The
the hustle and bustle of the station. They may be diplomats construction of the new Parella station, which took place
or attachés, conducting affairs of state and negotiation. The across 2109 and 2110, experienced several setbacks as
possibilities for a Parella Station campaign are limitless. infighting between Bactarans and Humans flares up. As the
station began to grow in population and becomes a hub of
In 2115, a few years after the completion of the space
trade, piracy and crime (both organized and disorganized)
station, ancient ruins are found beneath the surface of the
started to crop up, requiring military response from the
fourth planet of the Kepler-62 system, and before long, it
fledgling UC fleet.
is discovered that certain items found in these ruins are
incredibly advanced technology, far beyond anything that The Unification Charter is open to immigration for any
any extant civilization has dreamed. The planet is dubbed sentient species. As of its inception this included three
Lemuria by Humans, named after the hypothesized lost species, but before long a number of Guigu expressed an
continent that was once thought to link several other interest in joining. The charter was amended to include
continents on Earth. Lemuria soon becomes the target of them by way of a sentience test, which ultimately allowed
numerous artifact hunts, most seeking to find and exploit the Symtraya to gain access as well.
more and more powerful technology.
With Lemuria being just one warp bridge away from Parella The Artifact Hunts
Station, Parella continues to be thrust to the forefront of 2115-2140
the conflict, with more than a few of the coveted artifacts Prior to this time, less than a dozen artifacts from the
passing through the station on their way to their final unknown ancient race–the builders of the warp bridge
destination. When the UEN, Bactaran Republic, and Voran network–were known to exist, all in the hands of the most
Tactical Corps each make moves to control the station on powerful Bactaran houses. The most well-known among
their own to seize these artifacts, the Unification Charter these artifacts was the Junardm fabrication device, in
leadership declares independence, claiming Parella Station the possession of House Torme of the Bactarans. That all
as an independent nation. Establishing this nation, one free changed with the discoveries on a world orbiting Kepler-
and open to all species, presents its own set of challenges, 62 that comes to be known as Lemuria. An expedition
while the artifacts continue to flow. composed of all three major species, part of the Unification
Charter fleet, discovered that ancient technological
Adventures wonders were buried in underground ruins. As soon as the
reports reached the leadership of each world, crews from
each world government swarmed the planet, each finding
Unification Charter a new dungeon with its own Lemurian treasures. The vast
2109-2116 majority of the artifacts had been destroyed by time, but
enough were preserved to make expeditions worth the
Following the Orion War, the Vorans led the way into the trip. By the time the first artifacts were returned from the
unification–the Treaty of Parella. The treaty included surface of the planet, all three governments were hoping
provisions for a new joint star force, with ships designed to possess them; each one attempted to undermine the
with crews of all three major species in mind. These Unification Charter fleet to obtain the artifacts.
Unification Charter ships patrolled the Parella system,

Orion War 191


Though the conflict was never officially declared to be a Voran or a Bactaran on a UEN ship, or a Human on a
a war, it was violent and territorial. Piracy began almost Republic ship. (It was also not unusual for such immigrants
immediately, with every ship departing the system being to be discriminated against.) There were also hundreds of
presumed to have some valuable artifact on board. The private ships and crews seeking the artifacts for themselves,
Unification Charter deployed some of its fleet to protect who naturally may include members of any and all species.
outgoing ships, fearing that some act of piracy will spiral
into an interplanetary incident; some of those captains Parella Station Defiant
couldn’t resist the temptation to send out their own crew
2117-2140
on expeditions. Before long, each government staked out
territory in the Parella system and fights for it, with the After the discoveries at Lemuria, relations between all
most prized territory being that closest to the Kepler-62 of the species broke down–no species was interested in
warp bridge. Meanwhile, on Lemuria, expeditions from sharing the discoveries of Lemuria, and trust between them
all species as well as the Unification Charter itself scoured plummets. Each major government attempted to take
the planet’s surface and beneath, hoping to find Lemurian artifacts from the station by subterfuge, and the leadership
artifacts. The artifacts themselves had amazing properties of the Unification Charter fleet decided to restrict access
that can in themselves serve as the driver of plots. Other to all but UC personnel. When fighting began to break
artifacts had more esoteric value, and served simply as out on the station, its leadership committee took the
objects of desire. All were valuable beyond description. opportunity to declare its independence. Naturally, the
Smugglers were in high demand as piracy runs rampant. sponsor governments cut off funding; the station quickly
Open battles over artifacts were not uncommon. established taxes and docking fees to remain viable, taking
advantage of its key position at the interstellar crossroads
The large military fleets of the UEN, the Bactaran Republic,
that is the Parella system.
the Voran Tactical Corps and Research Corps, and the
Unification Charter were all involved in sending expeditions Parella Station campaigns have a wide variety in and of
to the surface. By this time, thanks in part to the Unification themselves; if your gaming group wants to do something
Charter, a fair amount of cross immigration between different each week with the same characters, a campaign
the species has taken place, so it was not unusual to find set on Parella Station is probably the best adventure in the
entire history. The crew of the station must maintain an

192 Orion War


uncertain peace between the species living on the station. Overview
The station serves as a trading post and central hub for Overview was charted in 2125; it is a rogue singularity
contraband, artifacts, and any number of other business without a star system that is located far outside the plane
interests, between planetary governments and indepen- of the Milky Way, giving one of the most stunning views
dent entities. All three major planetary governments of the galaxy ever seen. It later became a tourist attraction
have an interest in seizing control of the station given its when a self sufficient space station and resort is built there
strategic placement, resources, and connections; both overt during the 2130’s. The system offers almost nothing other
force and subterfuge must be defended against. Many than the view and some scientific observations.
battles of the artifact hunts are fought on Parella’s doorstop,
with the Unification Charter fleet trying to hold other Drysar
forces away from the station or enforce peaceful terms. Charted in 2128, Drysar is a white dwarf star with an
And all of this is on top of the business of managing a large, asteroid field and two planets, neither of which harbors
busy space station that is a hub of interplanetary travel or can sustain life. It was briefly believed that this system
and trade. contains the backdoor, causing an influx of ESF vessels to
the system, but this turned out to be a false alarm–some
Charting the Redland Hub unexplained gravitational anomaly that killed several crew
2125-2130 trying to investigate it.

Images of the Bactaran system, gathered by the diplomatic Backdoor


ships of the Sirius Expedition (when the mining treaty was Finally charted in 2130, this system contained the backdoor
first negotiated) back in 2071, were scientifically studied into the Bactaran system that the ESF was looking for all
back on Earth only to discover something about the along. When the significance of the discovery was fully
Bactaran star system that even the Bactarans didn’t know: realized, it served as a catalyst to kick off the next incursion–
a second warp bridge, orbiting one of the outer planets. the war to turn the tables.
This discovery was kept secret for decades. After the Vorans
forced a peace on the two sides by controlling the Parella The Technoshamanic Expansion
system, elements within the ESF not particularly happy
2115-2140
with the outcome of the treaty wished to look for a “back
door” into the Bacto system, and suspected it may lie in the As Technoshamanic communities began to thrive on Earth,
Redland connected systems due to their relative proximity word of the movement began to spread beyond Earth.
in space to Bacto. The Technoshamanic network algorithm was copied and
moved to many communities outside of Earth, with the
The earlier territory issues with Redland (specifically
algorithm adapting to its new situations with varying
regarding the charting of Kennesawu) had not gone
degrees of success. Each new technoshamanic community
away, but the situation was different. With its increasing
developed its own unique culture, with the devotion to the
population, Redland had begun to run short of certain
network algorithm and the Shamanic language being their
natural resources on its own planets, and had been looking
strongest unifying markers. Though a few of the indepen-
into charting these systems on its own; its own fleet was
dent networks developed rivalries with others, the majority
still too limited to carry out this search, however. An
of Technoshamanic communities got along well with each
agreement was struck with the UEN, where certain systems
other, recognizing and respecting their common culture
would be claimed by either the UEN or Redland depending
and goals.
on what resources are found in the system. With Redland
being distrustful of the ESF in this matter, part of this By the time of the artifact hunts, technoshamanic networks
agreement demanded that the vessels doing the exploring were common throughout the Orion Arm, and more than
be privately owned contracted vessels (rather than ESF a few Agents of these networks participated in the hunts in
ships), and the agreement funded these vessels directly. order to find some advantageous technology to bring back
to their own community.
Of the six systems these bridges connect to, three are
described here. One (Kennesawu) was charted in 2105, and
the final two are not described in this book, and should
be used freely by gaming groups as destinations for
exploration.

Orion War 193


The Kennesawu War Earth fleet bypassing the Bactarans’ primary defenses at
2105-2130 the Mintaka system. By the time the Bactaran fleet reacts, it
was too late–the ESF fleet had the incoming warp bridge to
The Symtraya discovered that the Guigu had been harvest- Bacto from Mintaka surrounded and blockaded.
ing their body parts to power their space program, and
they did not take kindly. Symtraya began to attack Guigu The fleet had one objective: to find and obtain the Bactaran
vessels, and by the time Humans made first contact, the source of Junardms, which to this point was still the only
war was well underway. The Guigu space agency kept secret known source in the Arm. The source was found in a few
its means of propulsion, while the Symtraya attacked Guigu weeks, just as the Bactaran Republic fleet managed to
indiscriminately. In response, the Guigu (whose spacecraft break through the blockade. In the chaos of the battle, the
up to now had been unarmed) developed a frigate designed Junardm fabrication device was damaged beyond repair.
to kill Symtraya, and pouring fuel on the fire, this frigate The Earth fleet retreated; losses were heavy on both sides;
was also in part designed to harpoon and harvest the and with no way to manufacture more Junardms, all sides
bodies of Symtraya sent against them. As a result, the pulled back to their own corners, unwilling to risk the
Guigu space program grew rapidly. suddenly finite number of available Junardms. An uneasy
peace spread across the Arm.
It was around this time that word starts getting out to
the general population about how these spaceships were
powered, and though many didn’t believe the rumors, some
The Restless Peace
Guigu colonies took up the cause of the Symtraya. The 2130-2140
conflict continued to grow until, with the help of outside Following the destruction of the Junardm source, the fleets
scientists, the Guigu space agency was in 2130 able to of both Earth and Bactara retreated to their own corners;
replicate the effects of the proshu drive without harvesting with replacement of bridge capable ships now impossible,
the organs from live Symtraya. At this point, it abated both sides were eager to preserve whatever ships they had.
slightly, but bad blood and vendettas kept it simmering Since non-bridge vessels could still be manufactured, the
while territorial conflicts gave them reason to fight. There defensive fleets of both sides were bolstered; the Orion
seemed to be no real peace in sight. Arm became filled with heavily defensive and insular star
The fact that this conflict was strictly limited to the systems. The Bactarans mined the space surrounding the
Kennesawu binary planet (neither the Symtraya nor the Backdoor Bridge opening in their system, while Humans
Guigu’s vessels are capable of going much beyond the do the same on the other end; travel through that bridge
planet) didn’t mean that its effects weren’t felt elsewhere. was certain death (and certain loss of the Junardm that got
Many Guigu migrants, who were brought into the rest you there).
of the system by an ongoing series of transports by the Parella Station became a vital hub, being once again the
UEN, were driven in some way by the war. Some Guigu only connection left between the worlds. The Vorans again
had lost their homes and were seeking refuge away from took the lead on enforcing the peace, this time through
the fighting. Others sought advanced weaponry to help the use of the Unification Charter fleet in the Parella
fight against the Symtraya. Still other Guigu, believers in system. Throughout the Arm, the sudden spike in the value
the rights of the Symtraya, have left the system to obtain of a Junardm boosted the salvage industry, as it was now
weapons and allies to fight with the Symtraya. much more worthwhile to retrieve Junardm’s even from
dangerous locations where they might have been lost.
The Backdoor Incursion
2130
The culmination of the search of the Backdoor was an Note: All of the cultures from the Orion War era
attack through it. Once word of the discovery reached are also available in this era, with no change to the
the ESF central command on Earth, the ESF withdrew attributes or tech levels.
the bulk of its fleet from Parella and Lemuria, where it
was losing ground to the Bactaran Republic fleet anyway.
Tensions across all of Parella and Lemuria calmed, and the
Unification Charter relaxed a bit. Within a few months,
however, the reason for the withdrawal was made clear–a
sneak attack was underway in the Bacto system, with the

194 Orion War


CULTURE: ARTIFACT ERA CULTURE: ARTIFACT ERA
MFR MED CPU WEP PWR PRP PHY MFR MED CPU WEP PWR PRP PHY

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

Motivations: Achievement, Motivations: Attachments,


Promotion (UC), Romance Romance

Skills: Crafting 1, Computer Interests:


1, Influence 1 Community-Building

Species: Human, Bactaran, Skills: Crafting 1, Survival 1


Voran
Species: Guigu
Languages: Any
Languages: Chsui & others
Tech Notes: Patchwork tech
from all species; interactions
between systems create
GR +1

Notes: The Guigu are a hardworking, industrious people.


Income is ⚭ 500 before 2116, and becomes ⚭ 200 after. The bulk of the population lives in catacombs called
Many UC members and crew are members of another Nimu, living the traditional Guigu way of life. The
culture (their origin); the UC technology would be world of Kennu is cold, and most of the year is spent
used for their station and vessels, but the charac- cooped up inside the Nimu. The summer is their time
ter’s personal gear would use their own culture’s of harvesting, celebrating, and coming out.
attributes. The Guigu, having evolved in conditions like this, are
The Unification Charter is formed in 2109 with the cordial and good at living with others in tight spaces
Treaty of Parella; for the next several years it is well like the Nimu.
funded by the governments of the three signatory
species, and many ships are designed and built for
it, using the best available technology from all three
major species. When the Artifact Hunts begin and
government funding is cut off, the income of this
culture plummets as the UC begins to subsist largely
on docking fees at Parella Station (as well as heavy
taxes on businesses there).
Parella Station is at the heart of the Unification
Charter, especially after its independence. The
leadership committee of the station, which declared
the station’s independence in 2117, becomes the
de facto governing council of the UC. Without much
time available to draft and ratify a proper constitu-
tion, the government of the UC is set up as a simple
oligarchy, notably lacking a system of checks and
balances, and with minimal citizen interaction.
This is intended to be a temporary solution until a
more permanent constitution can be established,
but in the chaos of the hunts, it becomes more and
more entrenched.
Before long, the UC annexes the nearby moon known
as Farmoon, which supplies the station with much
needed food and allows it to become self sufficient
instead of relying on docking fees and trade.

Orion War 195


CULTURE: ARTIFACT ERA CULTURE: ARTIFACT ERA
MFR MED CPU WEP PWR PRP PHY MFR MED CPU WEP PWR PRP PHY

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

Skills: Crafting 1, Science 1

Species: Guigu

Languages: Jenuhi & others

Tech Notes: PRP: Magnetic


Field Drive
Base Income:
N/A

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.

196 Orion War


CULTURE: ARTIFACT ERA
MFR MED CPU WEP PWR PRP PHY

Ancient 11 11 11 12 10 11 10 New Worlds


Tech Notes: * Due to its extreme age as well as being far beyond Parella Station
the knowledge base of the user, most ancient tech will incur a high
Glitch Risk, anywhere from +3 to +5.
(For more information about Parella Station, see page 248)
Upon the conclusion of the Orion War, the treaty of
The ancient artifacts discovered in the Kepler-22
Parella establishes a new space station in orbit of the gas
system are incredibly advanced, far beyond any of
the species in the Orion Arm. While the ancients giant known to the Vorans as Bridgehub. With the Sirius-
are long extinct and not playable as a culture, the Mintaka bridge destroyed, all travel between any of the
artifacts discovered may use these tech levels for any three primary species’ homeworlds must pass through the
items whose stats include tech levels. singularities that orbit Bridgehub. The Treaty of Parella
The nature of some artifacts suggests that the establishes a multispecies military fleet in the system,
form and biology of the ancients may have been enforcing neutrality. A newly built station, Parella Station,
mammalian with similar attributes and tolerances is to serve as the home base for this fleet. The Vorans had
as humans, albeit ones slightly on the small side already been refining and hauling materials to the orbital
- for example, spacesuits may be found that are site for their own space station there; after the signing
humanoid and bring the environment into safe range of the treaty, they repurposed the material for the new,
for humans. That said, no images or genetic data of
multispecies design. Humans contributed significantly to
the ancients could be found.
the cost and engineering of the station (including providing
millions of computer systems to help manage it), while the
Bactarans contributed large numbers of Junardms to the
Vorans for their share of the station.

All ships passing through this system are required by the


treaty to stop at Parella Station and submit to an inspection.
Nearly all space travelers will have passed through the
station at some point or another. The station is huge, with
the capacity for nearly 3 million beings, and supports the
sizable Unification Charter fleet. Parella Station becomes
the hub of the entire Orion Arm, home to traders and
merchants, diplomats, soldiers, smugglers, and every
variety of lowlife and highlife scum in the Arm.
Parella Station itself is built in the shape of a cross. A fusion
reactor in the center powers the station. Each of the four
arms has attached two rotating sections, rotating opposite
directions of each other–the section nearer to the center
being the civilian section, and the military section around
the outside. The stationary post running in the middle
of each arm has at its end nine docking ports, while the
rotating civilian sector has a set of landing pads on the
inner surface, designed for vessels better suited to landing
than docking in zero-G.
There is a strictly enforced velocity limit within rendezvous
range of Parella Station. A single kinetic body would be
able to wreak massive destruction on the station, so there
are multiple precautions in place for any vessel deemed
to be a threat–the UC fleet does not hesitate to use lethal
force to keep the station safe in this regard.

Orion War 197


The military section has a number of launching tubes at the Lemuria was, at first, inhabited on the surface. The
outermost, highest-velocity level of the station’s military climate changed over generations, however, becoming
wings, designed to launch the Unification Charter’s various uncomfortably hot; the civilization migrated to the cooler
combat vessels quickly. These vessels must be docked and underground as a result, constructing the catacombs
transported back to these launching tubes one at a time; in which the artifacts are found. At some point, some
Parella Station is quick to deploy and slow to prepare. cataclysm wiped every trace of the civilization from the
surface; entry points to the catacombs were discovered only
Kepler-62 and the Lemurian Ruins due to caveins and erosion later revealing entryways.
Lemuria is the nickname given by Humans to the planet Various pieces of advanced technology can be found within
Kepler-62e. A large, hot, terrestrial planet, Lemuria is a the Lemurian ruins, the value of which is high enough
harsh world for life. Of all the sentient species in the Arm, to make it worthwhile to brave the shifting catacombs
only Voran drones are capable of survival on this world under the surface. In game terms, Lemurian technology is
without environmental protection; Humans can’t take advanced enough to provide nearly any piece of technology
the heat, while most species (including male and female desired, as long as it does not break the laws of physics.
Vorans) can’t survive the gravity unaided. These artifacts may be wildly powerful, but they may be in
such a state of disrepair as to be useless. An endless variety
The environment of the planet, however, is its least
of treasure is available under this surface.
interesting, and least dangerous, aspect. As the planet is
explored, ancient ruins (largely underground) are mapped,
and high-tech wonders are discovered. Gravitic weapons
and drives, shields, cloaking devices, exotic power sources,
and more can be found in the subterranean ruins.
Of all the artifacts, the most common–but also the most
difficult to extract–are the interversal transfer gates, or
ITGs. These gates litter the tunnels, serving as teleporta-
tion portals from one point to another throughout the
ruins. The gate dematerializes the molecules of anything
that enters one side, and immediately transmits them as
energy to a receiving gate, which reconstitutes them. The
gates consume relatively little net power, can use their
own machinery to repair and restore their systems, and
can supply themselves with power as long as they are
surrounded by atmosphere–a handful of air molecules can
be annihilated each day to supply all the power needed,
imperceptibly reducing the mass (and, through waste
heat, slightly increasing the temperature) of the planet to
maintain their functionality. For these reasons, after all
the time spent neglected, the ITGs are the only artifacts
which continue to work reliably. Frustrating many explorers,
the ITGs form a network within the underground cities
of Lemuria, but one of the few malfunctions that has
crept into them over the eons is that they will sometimes,
apparently at random, connect to a different gate, giving
the impression of cave pathways that are continually
changing and shifting shape.

198 Orion War


Orion War 199
Key Players

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.

Tahm Titehn Headun (2055-2116)


A Guigu astronautical scientist. She was famous for
researching the collection and use of Symtraya organs in
spaceflight, leading to the Guigu’s space program. She
was killed in a Symtraya attack as a part of the war she
Tahm Titehn Headun

helped spark.

Admiral Ming Akira (2062-2130)


Sometimes referred to as Redland’s youngest settler, Ming
Akira was three years old when his parents, members of
the resistance, brought him along with them to escape
the Bactarans and help save the species. He grew up under
the belief that Bactarans had annihilated Humanity, until
Second Contact in 2104.
When the 2112 agreement was signed making Redland an
autonomous protectorate of Earth’s government, Captain
Akira–already an accomplished officer on the Last Ditch,
Redland’s only military frigate–joined up with the ESF.
In time, he became the admiral behind the plan to find
and exploit the Bacto system’s backdoor. He took up the
objective of charting of the Redland warp bridges. When
Admiral Ming Akira

ships under his command finally found it in 2130, Akira led


the incursion through it personally. He was killed in the
ensuing battle.

200 Orion War


Guardian Smoke (b. 2098)

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.

Calvin Jones (b. 2067)


The most prominent member of Parella Station’s leadership
council. A former EGF officer who was drafted into the ESF
Calvin Jones

by Admiral Blitzen’s order, Cal Jones gained fame during


the Orion War as a defector and advocate for Bactaran
rights in the Solar and Sirius systems, fighting desperately
to prevent their genocide. When it was time to pick the
multi species leadership council of Parella Station, Jones
failed to receive the nomination from the UEN, but was
nominated unexpectedly by the Vorans–the only nominee
for the council to be nominated by a species other than
their own. Jones’s celebrity status later helped him to sway
the council in the vote to declare their independence.
Jones and the rest of the council helped amend the
Unification Charter for independence and establish a
democratic process on the station’s leadership. Jones
himself never faced a serious challenger for his seat on
the council–the support base of voters likely to oppose
him were the same demographics that were likely to have
left the station as soon as independence was declared. As
a result, Jones remained the civilian face of the Parella
Council throughout the Artifact Era.

Orion War 201


Patrol Pilot

3 CTZ B.C. B
2 2
1 BIO
4
1 4 SPECIES: Bactaran
-1

1
HOMEWORLD: Bactara
WIL BOD
5
1
2

BORN: 2096 AGE: 29


AG
T
PER IN

6
I REA
6

6
1

XP
HA
5

BEA AN C OFC: 0 BANK: 2


2

M
TOTAL: 275 NAT: 275
-1

5 5
3
CULTURE:
5
1 4 Unification Charter

SKILLS
PRIMARY SKILL MINOR SKILLS

7 Pilot 1 Computer

Deep Space Maneuvering, Docking 1 Crafting


1 Influence
SECONDARY SKILL
3 Ranged Combat

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.

202 Orion War


Guigu Refugee

6 CTZ B.C. A
1 2
1 BIO
3
1 3 SPECIES: Guigu
1

HOMEWORLD: Kennu
WIL BOD
3
5
4

BORN: 2088 AGE: 34


AG
T
PER IN

5
I REA MAG
2

5
XP
HA
2

BEA AN C OFC: 0 BANK: 5


1
5

M
5

TOTAL: 370 NAT: 370


-4
1

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

Xenophilia (none) 10 Motivations: Attachments [1] Avarice [3] Romance [2]


Autophobia Level 2 -10 Wanderer [3] Daredevil [1]
Interests: Kennu Flora [6] Symtraya Tribes [4]
Guigu Food [4] Voran Corps Politics [3]
Human Video Games [2]
Languages: Kenuhi
Gear: Handgun Survival Knife Spacesuit (Guigu)
Commlink
When his hometown on Kennu was destroyed in a Symtraya
attack, the refugee fled. Hearing rumors of a new life in
distant worlds, he joined a human vessel passing through
the system. He found the tight quarters to be cozy and
comfortable, and took a liking to the crew right away. He
knew: this was the life he was meant to live, exploring the
galaxy on behalf of his fellow Guigu.

Orion War 203


Artifact Hunter Team Architect

3 CTZ B.C. B 1 CTZ B.C. B


1 3 2 2
4 BIO BIO 3
5 2
5 3 SPECIES: Human SPECIES: Bactaran 3 4

-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

BEA AN C OFC: 0 BANK: 3 OFC: 0 BANK: 0 BEA AN C

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

6 Survival 2 Melee 5 Influence 1 Computer


2 Stealth Etiquette, Theatrics, Bargaining, Bureaucracy, 1 Crafting
SECONDARY SKILL 1 Art Leadership, Negotiation, Persuasion, Extortion,
Indoctrination
4 Humanities 1 Ranged Combat
SECONDARY SKILL
Cultural Studies
4 Art
Architecture, 3D Modeling
QUALITIES NOTES XP
Will to Live (none) 5/10/05
QUALITIES NOTES XP
Incompetent Computer
First Impression (none) 10
Hemophobia Level 1
Officer Lieutenant, UC 20

Eidetic Memory (none) 5


Motivations: Achievement [2] Attachments [1]
Immunocompromised Level 2 -10
Romance [2] Wanderer [4] Avarice [1]
Autophobia Level 1 -10
Interests: Historical Trivia [6] Adventure Movies [4]
Distinctive Style Level 2 -10
Lemuria Wildlife [3]
Addiction Level 2 -10
Languages: English
Drug Tolerance Caffiene, Level 1 -10
Gear: Survival Knife Camouflage Outfit Commlink
When the artifact hunter heard the rumors of impossibly Motivations: Achievement 1 [1] Promotion (UC) 1 [1]
advanced artifacts on Lemuria, she didn’t hesitate—her Romance 1 [1] Legacy 1 [2] Manipulator 1 [1] Artist 1 [1]
personality had always drawn her to the new, the exciting,
Interests: Unification Charter politics [6]
and the dangerous. She avoided the assignments with the
Bactaran History [6] Architecture History [6]
UC and human fleets heading to the mysterious world,
Human history [3]
instead joining an independent chartered vessel for the trip.
Languages: English
FEATURED CONTACT
Gear: Pulse Laser Chameleon Outfit Computer
NAME: Prof. Wiggens SKILLS: QUALITIES:
Disguise Kit 6 3D Edit Software
BOND: 3 Humanities [6]
Survival [3]
A born leader, a visionary, and an inspiration to those
FAVOR: 1
around him, the Team Architect is known for providing
the support that’s needed to keep things from crumbling
around him.

204 Orion War


Voran Matriarch

3 CTZ B.C. C
2 -1
4 BIO
1
4 1 SPECIES: Voran (queen)
3

HOMEWORLD: Voruna
WIL BOD
6

1
3

BORN: 2033 AGE: 95


AG
T
PER IN

4
I REA
3

5
1

1
XP
HA
2

BEA AN C OFC: 0 BANK: 22


6

M
6 TOTAL: 965 NAT: 965
6
5
CULTURE:
5
5 1 Voran (queens)

SKILLS
PRIMARY SKILL MINOR SKILLS

10 Influence 6 Medicine

Etiquette (Merchant Corps), Bureaucracy 5 Science


(Merchant Corps), Leadership 5 Stealth
SECONDARY SKILL 4 Humanities
8 Tactics 3 Art
1 Ranged Combat

QUALITIES NOTES XP Motivations: Achievement [1] Attachments [3]


Officer Starqueen, Tactical Corps 55 Wanderer [1] Legacy [3] Promotion (Tactical Corps) [2]
Upper Crust (none) 10 Interests:
Senile Level 1 -10
Languages: Northwest
Gear: Coilgun Commlink
The matriarch struggles to hold onto her power in a
changing world. Regulations on spawning fertile offspring
mean that her family consists mostly of drones; her sons
have all mated to other queens, now rivals of herself. After
serious consideration, she has decided on a new course in
life: she’d be fitted with a propulsor and undergo vacuum
training, becoming a living spaceship. There are so many
opportunities for a queen willing to move, but do they
justify the risk?

FEATURED CONTACT
NAME: Signal Meat (Voran male) SKILLS: QUALITIES:
BOND: 5 Influence [4] Black Market Pipeline [2]
FAVOR: 0 Crafting [3] Hurricane [-5]

Orion War 205


Reference

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.

Puberty Pro Middle Old Senses


15 25 40 80 Humans are often considered to have five senses, though
what counts as a “sense” is a little fuzzier than a simple
0 AQP 1 AQP 3 AQP 5 AQP
definition allows, and the number of senses a Human has is
much higher by some counts.
The senses of sight and hearing seem to be the most crucial
to modern Humans. Visual information coming from
two individually rotating eyes, using a lens and an iris to
Physiology attenuate and focus light on the retina. Human eyes are
capable of sensing three different wavelengths between
Humans are the most recent offshoot of the great apes of
400 and 700 nm, which combine to form the Human color
Earth, and the up and coming superpower of the Orion Arm.
palette. Humans have a hearing range of roughly 20 Hz to
In terms of personality, Humans are unusually stubborn–
20 kHz, and are capable of distinguishing sound location
they often persist in their beliefs far past any level of sense
with high accuracy thanks to their specially shaped ears.
would indicate they should stop. Whether this is a blessing
or a curse is in the eye of the beholder, but if nothing else, it
may well be Humans’ defining characteristic. Reproduction
Humans reproduce sexually, with the males contributing
Humans are bipedal and walk upright, and primarily use
genetic material to a fetus which grows in the female’s
their two five-fingered hands to manipulate objects. They
womb. Usually, both parents contribute to raising the
are warm blooded and largely hairless, except for a few
offspring produced, but not always.
parts of the body, most notably the top of the head.

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

Following the failed PCEG government, a more stable


global nation was established in 2070. While the PCEG was
modeled to be a nation itself, the UEN was structured more
akin to the European Union was prior to the occupation, just
on a global scale. Nations (which had mostly returned to
their pre-occupation configurations and borders, with a few
exceptions that kept the districts created by the Bactarans)
have the option to join the UEN of their own volition, with
the economic rewards for joining being significant enough
Guangdong flag
that by 2080 over 85% of the world’s population falls under
the umbrella of the UEN. While much of China joined the UEN, one region in particu-
Some of the prominent member nations of the UEN include lar found it beneficial to remain a separate entity. The
Eastern America, New Texas, and California (with a number economic strengths of the Guangdong Special Economic
of American states being unaligned), Colombia (whose Zone originating from before the Occupation, when the
borders have grown to include Ecuador and parts of Peru region had produced much of China’s manufacturing
and Brazil), Somalia (which was become a major space exports, gave the region the ability to negotiate better
power), China, and Australia. terms for itself. Guangdong was joined in its independence
by neighboring provinces with similar economic predilec-
tions, particularly the Fujian and Zhejiang provinces, as well
Cascade States as Taiwan.
Guangdong is notable for having enthusiastically joined
the PCEG before declining to join the UEN, the only region
to have done both. The revelation between the time of the
two governments’ formation that Human-built computers
would be a hot commodity in the interplanetary economy is
thought to be the major difference between the decisions,
as Guangdong would expect to gain much more economic
influence when multiple new planets would soon be buying
the goods produced there.
Notably, it is Guangdong who, in concert with Australia,
Cascade States flag colonizes the upper atmosphere of Venus. This makes
Guangdong the only independent Earth nation with an
There are plenty of people on Earth with no interest in extraplanetary colony.
joining an overarching Earth government. Formed as a
response to the PCEG’s overreaching policies, the indepen-
dent enclaves were permitted by the more lenient UEN,

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

Included Qualities: Spectroscopic Vision


Regeneration
Bactarans have a regenerative growth system that can
regrow a severed body part within a few months. Recent
medical advances have made it a relatively simple task
Physical Overview to reattach severed limbs with as little as certain drugs,
a splint, and a needle and thread; the Hon-kateka fluid
Bactarans are humanoid, warm blooded, and hermaph-
system is useful in keeping the severed limb vital until
roditic. Their most distinguishing physical feature are the
reattachment.
spikes on the top and back of their head. They are slightly
larger and stockier than Human males, with a hard,
angular face. Spectroscopic Vision
Bactaran eyes are composed of a latticework of tiny
refractive light-sensing cells which act as miniature
Blood
spectroscopes. These eyes allow them to recognize
Bactarans have a multi-vessel circulatory system. Their
substances with extreme accuracy as easily as Humans
cells are fed by five sets of vessels, each going to different
recognize colors; substances which appear the same
body areas, known as Hon-karona vessels, as well as one
color to the eyes of other species have unique spectra
set that carries a different, more gelatinous fluid, which
that do not look at all the same to Bactarans.
functions as a backup (Hon-kateka) in case the Hon-karona
system fails. Thanks to this system, it is virtually impossible

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

This wealthy house has a large amount of valuable land,


and in terms of day to day life on Bactara, dominates the
economy. Punomah exports a significant percentage of
food, common products, materials, and weapons used
throughout Bactaran society.

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.

The House of Barohti


Martoki flag

The House of Martoki is best known as the most devoutly


religious house on Bactara. Bactara is a moon that is tidally
locked to its planet, a gas giant called Martok; the House
of Martoki’s territory is directly beneath Martok, and the
gas giant hangs in the sky directly overhead. Martok is
worshipped as a deity by many houses, and Martoki is chief
among them, taking great pride in its religious position.

The House of Torme Barohti flag

This house is dominant in the land on the leading edge of


the Bactara moon, allowing it easy access to space travel. As
a result, this house has a dominant position in space travel
within the Bacto system. Other houses frequently contract
with them to launch their own payloads.

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/

Voran Drone Voran (Male)


Stats Stats
XP Available at birth 130 Body Class A XP Available at birth 65 Body Class B

+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

RAD ATM RAD ATM


+1 -1
C
BEA BEA
MAN MAN

Puberty Pro Middle Old Puberty Pro Middle Old


5 10 20 30 10 15 30 50
0 AQP 1 AQP 5 AQP 10 AQP 0 AQP 1 AQP 3 AQP 5 AQP

Included Qualities: Carapace (1), Eidetic Memory, Asexual Included Qualities: Carapace (1)

Voran Drone Voran Male

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

GRV TMP GRV TMP

AG
AG

T
T

IN
IN

0-5 3-4 0-4 2-5

I
I

+1 +1

REA
PER
REA
PER

0-2 3-4 0-4 0-4

A
A

CH
CH

RAD ATM RAD ATM


BEA BEA
MAN MAN

+1

Puberty Pro Middle Old Puberty Pro Middle Old


10 15 20 30 10 15* 150 400
0 AQP 1 AQP 5 AQP 10 AQP 0 AQP 1 AQP 3 AQP 3 AQP

Included Qualities: Carapace (1) Included Qualities: Carapace (1)

Voran Female Voran Queen

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

Defense Corps glyph

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

Tactical Corps glyph Engineers Corps glyph

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.

Conversely, because this Corps did not incorporate any


of the Tactical Corps from other Voruna worlds (such as
Crescent and Serenity), the denizens of these worlds are
not particularly pleased with the role this Corps has taken
in representing Vorans to the rest of the galaxy. After
learning of the role of the Tactical Corps, the leadership of
the Bactaran Republic is also soured on this Corps, given
that sending a Corps of soldiers to Bactara to establish
diplomatic relations was, in hindsight, a profound act of
mistrust and aggression.

222 Vorans
Merchant Corps Scholar Corps

Merchant Corps glyph Scholar Corps glyph


As the name suggests, the Merchant Corps are responsible The Scholar Corps are responsible for records of history,
for much of the economy of the Vorans. Working closely academic pursuits, and the arts. While most skills in Voran
with the Infrastructure Corps, the Merchant Corps helps society are learned through a kind of apprenticeship, most
maintain supply lines and trade routes throughout young Vorans do attend some foundational classes with the
the system. Scholar Corps. Those training for the Merchant Corps often
Following first contact, the Merchant Corps expand beyond study economics here, Engineer Corps trainees study the
the Voruna system, and as traders often do, become the sciences here, and so on.
face of the Vorans to many people of other species. Often, elder members of other Corps will remain longterm
with the Scholar Corps while officially retaining their
primary Corps membership. As a result of this culture, the
Scholar Corps enclaves and campuses have a tendency to
serve as neutral meeting ground for other Corps to come
for summits when the standard means of negotiation
have failed.

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.

Guigu Space Program


The Guigu space program is possible at their level of
technology thanks to the particulars of their planetary
system, in three ways. First, the two worlds of the system
are very close together, so launching from a particular
vector to take advantage of gravitational forces requires
much less power than the average inhabitable world.
Secondly, the strong magnetic field of the planet makes
magnetic field drives extremely effective. Finally, another
species native to the system, the Symtraya, have biologi-
cal magnetic field drives which could be used in place
of traditional rocket engines. Together, these facts of
Kennesawu have allowed the Guigu to achieve space travel
as soon as they constructed pressure vessels capable of
surviving vacuum.

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

0-5 0-4 By taking advantage of the magnetic field of the planet,


Symtraya are able to achieve space travel and even orbit
A

MA

around the binary planet. To facilitate this, their bodies are


CH

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

Bermuda Pleides Adjacent

Sirius
Ishtar
Bacto Parella

Sol
Backdoor
Drysar
Redland Voruna
Gliese 667

Kepler-22

Kennesawu

Overview
Kepler-62

The Orion Arm 231


Solar System
/soʊlər sɪstəm/

Home sweet Human! The Solar system is centered


around a smallish yellow G-type star. Four rocky
planets are surrounded by four gas giants, and a
number of smaller bodies fill out the rest of the
system. It is home to two warp bridges—one to Sirius
and one to Redland—in the orbits of Saturn and
Uranus, respectively.
The Solar System is second only to Parella in number
of planets, and has a high number of large moons,
unmatched anywhere in the rest of the Orion Arm. It’s
also one of the largest systems in terms of distance;
most other systems are more tightly clustered around
cooler stars.

LEGEND
Landing Node
Orbit Node
Lagrange Point
Crashing Node
Synchronous Orbit Node
Ring Orbit Node
Precision Spacecraft Threshold
Astronautics Threshold
Warp Bridge

232 Solar System


World Earth
Following the occupation’s end in 2065, Earth
begins a process of recovery and rebuilding. By the
2080s, it has largely recovered, and the booming
economy allows space travel to become a regular
occurrence.

TMP ATM RAD GRV


3 3 1 4

Poles: The northern and southern polar regions—


includes Antarctica, Canada, Northern Europe,
and most of Russia..

TMP ATM RAD GRV


2 3 1 4

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.

TMP ATM RAD GRV


5 0 0 3 0 1

Dome: Domed lunar cities begin to crop up across


Luna in the 2080’s, mostly used as way stations and
fuel mines for orbital refueling stations. Luna also
serves as a meeting place for Earth dwellers to meet
with those who were raised in low gravity environ-
ments, for whom Earth’s gravity would be dangerous.

TMP ATM RAD GRV


3 2 2 2 0 1

Solar System 233


World Venus
Earth’s closest neighbor is far too hot and
crushing for humans to survive on its surface.
The atmosphere protects against radiation,
which is nice, I guess.

TMP ATM RAD GRV


8 10 0 4

Skystead: In 2081, the space program of China’s


Guangdong Economic Zone dropped a probe
into Venus’s atmosphere, with the goal of using
nanotechnology and the compounds in the
atmosphere to chemically construct a floating
platform. The experiment succeeded; after about
two years of growth, the platform was stable and,
being less dense than the Venusian air, floated
at about 60 km above the surface, above the
crushing depths of the atmosphere. In the mid
Skysteads are located at slightly different
2080’s, several more seeds were dropped around
altitudes, which are actually measured as depth
the planet. These “skysteads”, as they came to be
into the atmosphere using fathoms (about 6 feet)
known, formed the basis for a habitable Venus—
as the main unit. This measurement standard
though still hotter and denser than any environ-
begins at zero fathoms being at 62 km altitude
ment on Earth, the skysteads bring Venus
(the highest altitude at which a skystead can
within the realm of survivability. A few of the
theoretically be stable) and increasing as one
skysteads were placed at the poles, where they
moves towards the surface. Most skysteads are
get permanent twilight sunset, and became a
at between 800 and 2000 fathoms (58–61 km
tourist destination. Hydrogen and oxygen can
altitude). One small skystead, a tourist attraction
be chemically separated from the compounds
at Venus’s north pole, is named Negative
it normally resides in, and plants can use this
Fathoms—it uses jet engines to hover above the
produced water along with the abundant CO2
theoretical “fathom line”, where the environment
in the atmosphere and plentiful sunlight.
is more comfortable for non-natives.
The skysteads themselves are partly constructed
Venus’s colonist population is mostly from China
of sulfur compounds, and have an effect of
(who launched the nanotech probe) and Australia
sequestering sulfur out of the atmosphere.
(who invented the technology and licensed it to the
By the time of the Artifact Wars, Venus is covered
Chinese in exchange for their own skystead).
in fractal, cloud-like floating skysteads, and
the atmosphere is largely non-toxic to humans
(though a breathing mask is still required to avoid TMP ATM RAD GRV
CO2 poisoning). 4 4 1 4

234 Solar System


World Mars
Outside: Mars’s frigid, thin atmosphere cannot
support most life.

TMP ATM RAD GRV


1 1 2 2

Dome: The first Mars colony was established


shortly before the Bactaran attack. They survived
independently through ingenuity and determina-
tion; following the occupation, the colony grows,
and domes begin to dot the landscape. These
domed cities are intricately planned before they
are built, and buildings quickly fill up the limited
space in the dome.

TMP ATM RAD GRV


3 2 2 1 2

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.

TMP ATM RAD GRV


3 2 2 1 0.25

Solar System 235


World Asteroid Colonies
Outside: By the end of the 21st century, thousands Every asteroid colony has its own unique flavor,
of asteroids have been colonized. Most colonized quirks, and oddities. The belt is the wild west of
astroids follow a similar model; hollow out a cylin- space, and every colony is a new frontier town with
drical shape in the center of an asteroid, use the its own mayor, sheriff, and townspeople. Kicking
hollowed material to construct a cylinder, and around the asteroid belt can be a source of endless
spin it up for artificial gravity. This process leaves variety for a campaign, not to mention danger.
surplus rock and ore from the hollowing out
process, which is typically refined and either sold TMP ATM RAD GRV
or turned into spacecraft. The structures of the 3 2 1 2
colony itself are built within this cylinder, with
the outer levels having the most gravity. The rock
of the asteroid itself (which does not spin) offers
protection from meteors and harmful solar radia-
tion, and the docking ports are built into this
non-rotating section, connected to the spinning
cylinder at the center.

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.

TMP ATM RAD GRV


1 10 1 10

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.

TMP ATM RAD GRV


1 0 0 2 0 0.25

236 Solar System


Hyperion
Station
Station: Hyperion Station is built in the 2070s in
orbit around Saturn’s moon Hyperion, a location
chosen for its proximity to the Sirius warp bridge.
It’s a major waypoint between Earth and anything
past Sirius, and Earth’s first line of defense within
the Solar system. For twenty years it is the largest
station in the solar system, and includes both
a strong civilian and military presence. Mining
operations on the small moon’s surface keep
the station supplied with water and ore for raw
materials.
Like Ceres, Hyperion is designed to be habitable
to both Humans and Bactarans due to its position
and role in the Bactaran mining operation.
Following Herschel Station’s completion in 2095,
Hyperion Station is no longer the dominant living
space around Saturn for Humans. Its focus shifts
in favor of the military, and the civilian population
soon becomes majority Bactaran. When the Orion
War breaks out, Hyperion Station restricts the
rights of its resident Bactarans (beginning with
their right to leave the station), and the civilian
quarters are gradually transformed into a virtual
internment camp for Bactarans. When the Parel-
la Treaty is signed, the Bactarans are again permit-
ted to leave, and in the next few years the station
again becomes a blend of civilian and military—
but the shadow of oppression (and racism) never
fully leaves the station.

TMP ATM RAD GRV


3 2 0 1

Solar System 237


World Titan
Dome: Titan’s lakes are composed of a wide variety The first colonists to establish a sustainable farm
of hydrocarbons. These elements are extreme- on Titan live in the large dome known as Othrys,
ly valuable to life in the outer solar system, as and begin exporting their produce in 2090. Othrys
they can be recombined chemically to form food. quickly becomes wildly wealthy, and its citizens
Taking advantage of this, a number of domes are start expanding their influence, largely with
established starting in the 2080’s near the lakes’ Herschel Station in orbit around Titan. Although
shores to harvest hydrocarbons. First, the surface Hyperion Station is the hub of Saturnian life early
ice (which comprises most of the solid surface on, Herschel Station begins to overshadow it in the
of Titan) is mined, melted, and split into hydro- last decade of the 21st century.
gen and oxygen by electrolysis. The lakes’ hydro-
carbons are pumped from the lakes into stations TMP ATM RAD GRV
where they are mixed with the oxygen derived 3 2 4 0 1
from the ice—that is to say, burned—resulting in
carbon dioxide and water, as well as much needed
heat. Food crops, grown with artificial lights, Outside: Though the air is not breathable and
process the CO2 and water into useful food and the temperature is unlivable, the presence of an
breathable oxygen. This food supplies the entire atmosphere makes Titan surprisingly easy to survive.
Saturn system. A Titan colony is self sustaining
as long as it has power to supply these processes, TMP ATM RAD GRV
and invaluable food resources are worth far more 1 4 0 1
than the small amount of nuclear fuel needed to
support power generation.

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.

238 Solar System


Enceladus/
World Tethys/Rhea
These moons of Saturn are a major source of water
in the outer solar system, which is used for drink-
ing, oxygen, for hydrogen rocket fuel. Ice mining
and drilling operations dot the moons.

TMP ATM RAD GRV


1 0 0 2 0 1

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.

TMP ATM RAD GRV


1 0 0 2 0 1

Solar System 239


Sirius
/sɪriəs/

The brightest star in Earth’s sky (save the sun itself, of


course) is also home to a hub of warp bridges. In fact, Sirius
is a binary star system, with a number of small planets
in orbit around either star. One of these planets serves
as a hub, with bridges to Parella, Redland, Bermuda, and
Mintaka. With each of these bridges being one more
step away from the homeworlds of Vorans, Humans, and
Bactarans respectively, the system serves as an ideal middle
ground during a number of diplomatic missions.

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.

TMP ATM RAD GRV


5 4 2 6 1 3

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.

TMP ATM RAD GRV


3 2 4 1 3

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.

TMP ATM RAD GRV


1 2 1 0 3

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.

TMP ATM RAD GRV


6 2 0 5 1 2

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.

TMP ATM RAD GRV TMP ATM RAD GRV


10 8 0 12 6 5 8 4 0 10 2 3

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

Overview Warp Bridge

Redland II Warp Bridge

Kennesawu Warp Bridge

Redland III 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

Earth Warp Bridge


1 300 1
500 3
1 300 1
300 1
300 1
Sirius Warp Bridge

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.

TMP ATM RAD GRV


3 4 3 5
Weeker
Hot Spot: The winds and currents of the planet
pull water vapor towards the hotspot; once Also known as Gliese-581b
there, the immense heat turns it into a violent, This rocky inner planet was initially used as a
permanent storm. means of keeping time on Redland, as it is bright
enough to be visible even in the Redland sun
TMP ATM RAD GRV by the naked eye. Its name comes from its orbit
6 4 4 5 relative to Redland, which was thought to be close
enough to a week on Earth (actually about 5.8
Night Side: The cold, calm dark side of Redland days) to use for timekeeping.
is covered in snow and ice. As the system
becomes more populated following Second TMP ATM RAD GRV
Contact, this becomes a popular place to land 4 0 4 2
and refuel for any craft capable of atmospher-
ic flight; in the early 22nd century a fuel mining
station is established there, and a small domed
community builds up around it. (Those that
aren’t capable of atmospheric flight tend to go
to Spring, instead.)

TMP ATM RAD GRV


1 4 1 5

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

Redquiet Orbit: This gas giant has in its orbit a number of


small moons, two large ones, but most impor-
tantly, eight warp bridges. It’s the single most
Also known as 10180b
connected planet in the network, including direct
A hot, lifeless rock. Seriously, there’s nothing here. links to Varhanna and Sol.

TMP ATM RAD GRV TMP ATM RAD GRV


9 6 0 9 3 2 3 0 3 0

World Laylow
Also known as 10180i

The thin atmosphere here is not enough to breath,


but it is just thick enough for clouds to form
on parts of the planet. These clouds are highly
opaque, and on the night side the atmosphere
is even temperate enough to survive. With the
planet’s slow rotation speed, the same spot on the
planet can stay in the dark and obscured by clouds
for months, while radiating enough heat to mask
thermal signatures from the surface—all this
making the planet ideal for hiding.

TMP ATM RAD GRV


6 3 1 2 0 5

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

Asteroid Belt 2 500

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

Asteroid Belt 1 500

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

Landing Node 20K


4
4K
Orbit Node 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.

TMP ATM RAD GRV


1 1 1 2

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.

TMP ATM RAD GRV


2 3 1 3

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

Orion Nebula Bridge


Mintaka III 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

Landing Node 15K

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.

TMP ATM RAD GRV


4 2 3 4

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

The system from which Bactarans hail is relatively small,


containing only five planets. The Bactaran homeworld is a
moon orbiting the second planet, a gas giant called Martok;
its orbital neighbor is the warp bridge to the Mintaka
system. Unbeknownst to Bactaran astronomers, a second
2000K
warp bridge orbits the furthest planet, Trojaka. 4

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

Martok 1000 800K


Chunak
200 1
2 1
A Ring (Kessler 4) 300
Tərakm

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

Precision Spacecraft Threshold


Astronautics Threshold
Warp Bridge
Bacto

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”.

TMP ATM RAD GRV


4 8 3 8

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

200 1 700 3000


1 2 2
700 800 10K
2 900 1 5
1
700 1200
600 2 1
400 2 1000
2 1
2K 200
3 200 1
200
Kumari

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.

TMP ATM RAD GRV


4 3 2 6 Kepler-62B
Hot rock

TMP ATM RAD GRV


6 2 0 6 1 4

Kepler-62C
Slightly smaller hot rock

TMP ATM RAD GRV


5 1 0 6 1 2

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/

Varhanna is a star system that has come to be


defined by the Vorans. With more advanced
technology than any other extant race, and
hundreds of years of space travel under their belt,
the Vorans have colonized every body in their
system with any natural resources to speak of. A
few have even been terraformed to match their
homeworld, Voruna. The Voran population in the
system numbers over 30 billion, with over half of
that on Voruna.
The Varhanna star is slightly smaller than the
sun, with a contracted habitable zone and several
planets in orbit nearby. It is a Type II Cepheid
Variable, and frequently undergoes periods
of increased luminosity. Life in the system has
adapted to these cycles, directly giving rise to the
Voran structure of society.

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.

TMP ATM RAD GRV


Arid
4 3 1 3 Though this world is hot enough to boil water
during the day, deep underground liquid water
During Storms: All life that evolves on Voruna must can be found; it occasionally even rises to the
necessarily have some means of protecting itself surface at night. Voran colonies on the planet
against scalding temperatures during the global take advantage of this water using extremely
“storms”, a phenomena triggered partly by the deep wells.
increased luminosity of the Cepheid Variable star.
Solar radiation increases dramatically for sever- TMP ATM RAD GRV
al days, the temperature rises, and humidity at the 6 3 1 6 2 3
surface plummets to near zero as water vapor shifts
to the upper atmosphere. In addition, a number of Dome: The colonies on Arid must be under
toxic chemicals are stirred up from underground by domes to protect from the heat and radiation, as
the evaporating water. well as to keep the water drilled from the wells
Most of the planet goes into a sort of protective from evaporating away and hold in air pressure.
hibernation during this time. Many species burrow Life on Arid is hard, but survivable.
underground; some build their own structures or Some of the more recently constructed domes are
take advantage of previously built ones. Certain protected against the solar flare activity from the
predators evolved to flourish in the storms, hunting star; older ones are not. In practical terms, this
and digging for burrowed creatures. Recent ances- has a subtle but crucial effect on Voran society.
tors of the Vorans evolved the single large entity With Queens being unnecessary to survival, the
which can shield the other ones from both the storms Libertine culture tends to thrive in these protect-
and the predators that accompany them: the Queen. ed domes.

TMP ATM RAD GRV TMP ATM RAD GRV


5 3 3 3 4 3 2 3

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.

TMP ATM RAD GRV TMP ATM RAD GRV


3 3 1 0 5 5 2 1 4 0 2

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.

TMP ATM RAD GRV


3 3 3 1 2

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.

TMP ATM RAD GRV


2 1 1 2 0 2

Kaduhei
This large, distant world hosts Kennesawu’s
only warp bridge.

TMP ATM RAD GRV


6 2 0 6 1 4

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.

The following systems have no canonical data about them,


and may be used as the GM sees fit to provide additional Overview
targets for exploration; Kepler-22, Gliese 667, Redland II,
Unique among the warp bridges, Overview is a warp bridge
Redland III, Mintaka II, Mintaka III, and Mintaka IV.
that is not linked to any stellar or planetary system-it
exits to empty space with nothing at all nearby for a great
Ishtar distance. In fact, the singularity sits outside the Milky Way,
about a quarter million light years above the galactic disk,
The Ishtar system is a small K-type star orbiting a massive giving it an extraordinarily beautiful view of the galaxy.
black hole at a wide range of 100 AU. The star hosts three
planets. One of the planets (which hosts the incoming warp There are two main reasons to visit Overview, tourism and
bridge) may have been formerly in the habitable zone of science. A few years after its discovery, Outpost Overview
the star, but thanks to stellar evolution, it is now too hot is built in close orbit around the singularity, providing
for liquid water. The black hole is estimated to be 6 billion rooms with a view at multiple price ranges. The tourist
years old, suggesting it was formed outside the Milky Way trap’s slogan is “The Loneliest Place in the Universe”. Various
and captured somehow-possibly in a galactic collision. It is scientific expeditions set up three small research stations,
the subject of much study. one observing the Milky Way, a second observing the
galactic neighborhood, and the most distant performing
experiments which require absolute isolation.
Drysar
Drysar is a small system centered around a white dwarf star. Orion Nebula
There are only two planets, one terrestrial (around which
the warp bridge orbits), one gas giant with several moons, This warp bridge orbits a star that is so close to the Orion
and an asteroid belt inside the orbits of the planets. Both Nebula that the nebula fills the night sky. While the system
planets are far too cold to support life. Calculations of the has several planets, these planets have surprisingly few
white dwarf’s mass suggest that, several tens of millions of natural satellites, and the warp bridge does not orbit any of
years ago, it would have been a red giant which would place these planets as most warp bridges do, rather orbiting the
the terrestrial planet squarely in the habitable zone. This star directly. It is hypothesized that the planetary system
becomes one of the more significant pieces of evidence for was rearranged chaotically when the supernova which
the age of the warp bridge network. created the Orion Nebula exploded, throwing the warp
bridge off of its original orbit.
Upon its charting in 2128, a gravitational anomaly is
discovered in the asteroid belt that is believed to be the
long sought backdoor to the Bactaran system. The ESF Bermuda
sends a number of ships to the system, only to find that the
Bermuda is a system known for vanishing ships, which is
anomaly was a false alarm. After a number of crew were
how it got its name. The warp bridge orbits a lone gas giant
killed investigating it, the records were sealed. Subsequent
which has an extremely wide orbit (over 300 AU) around
explorations of the system revealed no such anomaly.
the star. There are no other planets, and most attempts to
chart the system anywhere inside the orbit of this gas giant
Pleiades have met with one disaster or another.

The Pleiades is a small, bright star cluster. While most of


the stars in the cluster are young, hot, blue stars, the one
around which the Pleiades warp bridge’s host planet orbits
is an older, much dimmer red dwarf which happens to be
nearby. It has several planets, none of which harbor life.
One of the inner planets may have once supported life, but

Minor Systems 265


Qualities
Positive Qualities List
Asexual (5)
Duration: Standard Type: Mental
A character with this quality is not tempted by sexual
attractions. This quality is only available in characters
whose Culture has Romance as a universal Motivation;
the character does not take that Motivation. Additionally,
on opposed social tests against this character, other
characters do not gain their BEA as a positive modifier as
they normally would. Note that this character may still
pursue relationships for other reasons; an asexual character
may still have emotional attachments or a desire to have
children, for example.

Bilingual (10 or 30)


Duration: Lifetime Type: Mental
This character was taught two tongues from birth. At 10
points, she knows two languages that share a common
World base. At 30 points, she knows two languages from Counter-Surveillant
different worlds. This quality can only be taken at birth;
after birth, all languages must be learned the hard way. Counter-Surveillant (5 × Level)
Duration: Standard Type: Social
Brick Wall (10)
Duration: Standard Type: Physical The character’s standard appearance when going outside is
tailored in such a way as to confuse automated sensors and
Due to a good stance or simply the way he carries himself, surveillance—examples include spiked bangs covering the
this character is tougher to move than most people his face, retroreflective eyeliner, makeup in wavelengths which
size. When standing still on solid ground, he gains +3 to his cameras are especially sensitive to, thermally emissive
effective BOD when calculating recoil, lifting ability, Impact clothing, and tattoos in strange patterns. Any computerized
damage resistance, or grappling resistance. In addition, if surveillance attempts to identify the character or pick her
this character does resist all of the damage from a melee out of a crowd receive a -4 dice pool penalty per level. On
attack or grapple attempt, the attacking character goes the flip side, she is far more distinctive to sentient sensibil-
off balance and loses 1 IP in addition to whatever IP was ities, granting +2 dice per level when someone else is trying
spent on the attack itself. This quality has no effect if the to track her down by talking to other people (just like the
character moved on his most recent turn, moved to dodge Distinctive Style quality).
since then, or has not yet acted in combat.
Counter surveillance techniques evolve with the technology
and always seem to be one step ahead, so the quality may
apply to people regardless of the CPU TL of the Culture;
however, a character that travels to a Culture with a higher
CPU TL than their native Culture may find herself outclassed,
and the surveillance equipment of that Culture will not
have trouble tracking her unless she makes a point to
learn local counter surveillance techniques. If they wish to
remain counter surveillant, this quality must be bought
with XP again, as the character must learn techniques
relevant to the new Culture.

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.

Quick Healer (5)


Duration: Special Type: Mental
Upper Crust

268 Qualities
Upper Crust (10) For physiological or chemical addictions, use the quality
Duration: Standard Type: Social Drug Tolerance on page 271.

This quality indicates that this character is part of the high


Level Time Interval
earning income bracket of whatever Culture she is a part of.
Anytime the Base Income is used, the amount is doubled. 1 2 weeks
In addition, there are social consequences; anytime this 2 1 week
character is dealing with another of the upper crust, they 3 3 days
have a +4 dice pool modifier on social tests. However, any
4 1 day
character who is downtrodden or poor (or sympathetic
to the poor) is likely react negatively to the wealthy elite, 5 3 hours
resulting in a -2 dice pool modifier against the character
with this quality. Allergy (5 × Level)
Duration: Lifetime Type: Physical
Will to Live (5)
Duration: Standard Type: Mental This character is allergic or overly sensitive to a particu-
lar compound. Anytime she is in the presence of this
This character adds their WIL to the maximum physical compound, she takes one point of Environmental Damage
damage before Bleeding Out. per minute (resisted like any other Environmental Damage;
see page 105), or more for concentrated amounts. The total
Xenophilia (5 or 10) amount of Physical Damage that can be taken this way in
Duration: Standard Type: Social one hour is limited to (LEVEL × 2).
This quality may only be taken on a character with the
Romance motivation. At 5 points, this character is sexually
Amnesia (5, 15, or 40)
attracted to members of a particular alien species; at Duration: Standard Type: Mental
10 points, the character is not deterred from romantic This character has lost his memories, and the level to which
relationships by species at all. The quality, when applicable, this has happened determines the XP bonus. At 5 XP, he
nullifies the Romance motivation XP penalties for interspe- has lost memories of only one specific incident or time
cies romance. period in his life. At 15 XP, he has lost most of his memories
including his identity, but still retains his skills.
Negative Qualities List At 40 XP (which can be chosen only during character
creation), in addition to the loss of identity and memory,
Negative Qualities are the negative quirks of a character,
the character also forgets what skills he possesses. The
the ones that will cause problems in life. Negative qualities
player does not choose any skills for the character, but
chosen during character creation give you an XP bonus
instead, allocates a certain number XP towards skills. The
that may be spent elsewhere. Negative qualities gained
GM creates the list of skills on the player’s behalf. Anytime
after character creation are usually the result of aging, bad
he attempts to perform an action, he rolls as if defaulting;
decisions, or bad luck, and do not grant an XP bonus.
if this is a skill the character unknowingly possesses, the
Addiction (psychological) (5 × level) GM rolls extra dice to bring the total up to the amount
the character would be rolling with the skill. Only if the
Duration: Temporary Type: Mental
roll succeeds does the GM inform the player that this is
A character with this quality has a bad habit. It might be a skill the character has, at which point it is added to his
for a particular kind of media, a gambling addiction, or character sheet.
a self image problem that requires a particular habit be
fulfilled on a regular basis. At the given time interval (from Amputee (15)
the Addiction table), the character must make a WIL × 2 Duration: Lifetime Type: Physical
test with a threshold of (LEVEL); if he fails, he is required to
This character has lost a hand, foot, or limb. Naturally, the
do anything he has to do to get a fix, and if he does not, he
lost limb cannot be used for anything, and the character’s
is then distracted, incurring a -(LEVEL) dice pool modifier
mobility or utility will be compromised as a result. Each
to all mental tests involving concentration. The GM may
instance of this quality represents a limb that is missing
also force the character to make such a test anytime the
(and has not been replaced), and therefore this quality
character is confronted by the object of his addiction.
cannot be taken more times than a character’s species has

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.

Low Bone Density (10 × Level)


Duration: Lifetime Type: Physical (Aging)
This character has weak bones, most likely from growing up
in a low gravity environment. For every level of this quality,
the character’s maximum GRV tolerance is reduced by 1.

Low Lung Capacity (10 × Level)


Duration: Lifetime Type: Physical (Aging)
This character has a reduced lung capacity compared
to a normal member of her species. Anytime she takes
Environmental damage based on atmosphere or air (or lack
thereof), she takes one extra point of damage for each level
of this quality.

Lenny Low Pain Tolerance (10 or 20)


Duration: Standard Type: Physical
Lenny (10)
Negative modifiers from Stun damage affect this character
Duration: Standard Type: Mental more. At 10 points, the character takes -1 die for every two
This quality is only available for characters whose BOD points of combined Physical and Stun damage; at 20 points,
rating is 5 or 6. This character doesn’t know his own the character takes -1 die for every point.
strength. Anytime he is handling something (or someone!)
delicate, he must make an AGI + PER test with a threshold Nervous Fidget (5)
determined by the GM, anywhere between 1 and 4, with Duration: Standard Type: Mental
higher numbers being used for the most delicate objects. The character has a habit (chosen with the quality) such as
Negative modifiers for mood and distraction may apply fidgeting, nail biting, finger drumming, or restless leg. If
to this test. If he fails this test, he either breaks the object they are not performing this habit when doing any given
outright or deals BOD damage to it. action, they take a -2 dice pool penalty on that action for
A character who has recently had bodily modification done lack of focus.
(a new cyberarm, for example) may temporarily experience
the effect of this quality when the change is first made. Out of Touch (5 × level)
Duration: Standard Type: Social (Aging)
Lone Wolf (30)
This character has trouble relating to characters that are
Duration: Standard Type: Social not of his own generation. When interacting with any
This character does not play well with others, or at the character (including those he knows personally), he takes
very least, no better than she does when she is alone. a -1 × (LEVEL) dice pool penalty for every full 10 years of age
This character cannot contribute to nor benefit from the difference between them.
Team Bank.
Phobia (Variable × Level)
Lost Sense (30) Duration: Standard Type: Mental
Duration: Standard Type: Physical (Aging) This character suffers from a phobia of a particular
Whether sight, smell, hearing, or some other sense situation or object. Each phobia has a point value based on
(including senses which Humans lack), this quality means
that the individual is lacking a sense that others of this

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.

Necrophobia Death, corpses 5


Nyctophobia Darkness 10
Pyrophobia Fire 5
Radiophobia Radioactivity or X-Rays 5
Xenopobia Aliens 5

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.

Short Fuse (5 × level) Cat Eyes


Duration: Standard Type: Social (XP Cost: 5) (Retroviral cost: 10k, rarity 6)
This character is easily angered. Anytime something is said MED TL 6
or done to this character that might cause anger, roll a WIL × Eliminates visual penalties from darkness. Incompatible
2 test with a threshold of (LEVEL). If it is failed, the character with other eye modifications.
loses his temper and reacts in some way—perhaps violence,
perhaps snark, or anywhere in between—that will incur Chameleon Skin
a negative Social dice pool modifier in the amount of the (XP Cost: 15) (Retroviral cost: 20k, rarity 6)
level for the remainder of the encounter, and may possibly MED TL 8
incur other, more permanent effects. The character’s skin has chromatic cells and color detection
abilities. The skin naturally shifts color to match its
Social Apathy (5 × Level) surroundings. This is not a straightforward invisibility
Duration: Standard Type: Social (Aging) cloak; the skin can’t show different colors at different
Characterized by not giving a fuck what other people think, angles, and it is not even really intellgently controlled; it
Social Apathy manifests as a negative social modifier in simply mimics the pattern of the area around it. It requires
the amount of its level in most social situations. However, a certain amount of skill to use it effectively. When attempt-
it does grant the character bonus dice in the amount of its ing to hide, this skin doubles the amount of hits made by
level in WIL tests that are related to the opinions of others. the stealth test.
Note that the character must have a large amount of
Sociopath (25) skin exposed in order fo this to be effective. The skin acts
Duration: Lifetime Type: Mental/Social independently and is always on, without being controlled
This character feels none of the usual empathy towards by the character’s brain consciously. A kind of salve is
family or friends. This Quality is only available to a available that numbs the optic receptors in the skin, and
character in a Culture that has the Attachments motivation; reverts the skin to a relatively natural color. If the character
this character chooses not to take this motivation. The is not consciously trying to hide and has much of his skin
character may still choose to help those she associates with, exposed, the threshold to see him is increased by 1D6.
but generally does so out of mutual self interest. At MED TL 9, the optic receptors can be enabled or disabled
This character must “fake” a lot of the social interactions and by the character with a thought. This is a free action,
small talk necessary to convince others that she is normal; though when enabling, the receptors take until the end of
the CHA Attribute is replaced by MAN for all social situations. the combat turn to become effective.
However, if the character fails any opposed social test, the
opposing character rolls CHA + PER with a threshold of
Chroma Skin
the character’s real CHA Attribute; if they succeed, they (XP Cost: 10) (Retroviral cost: 10k, rarity 4)
now see the Sociopath character for what they are, and MED TL 7
the Sociopath character suffers a -4 modifier on all future The character can shift the color of their skin consciously.
opposed social tests with that character where seeming The entire surface of the skin takes on a single uniform hue.
inhuman would be disadvantageous. This takes a certain amount of concentration, and requires
a Simple Action to change colors. While any hue is available,
Uncouth (20) the color is somewhat muted. When chosen to match the
Duration: Standard Type: Social (Aging) color of the environment, this skin grants +1 dice to any
stealth check.
This character always says the wrong thing at the wrong
time. Her Glitch Risk on all social tests is increased by 2.

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)

Dog Nose Extra Appendages (2)


(XP Cost: 5) (Retroviral cost: 10k, rarity 3) (XP Cost: 30) (Retroviral cost: 50k, rarity 10)
MED TL 6; Rating 1 to MED TL ÷ 2 MED TL 7
Adds RATING dice to any Perception or Tracking Test where This quality adds one (or two symmetrical) extra limbs
smell may be a factor. (Does not affect appearance, despite to the character. The character takes social penalties as
the name.) described in the Freakish quality.

Duocardium Fibrous Tissue Reinforcement


(XP Cost: 20) (Retroviral cost: 30k, rarity 6) (XP Cost: 5 × Rating) (Retroviral cost: 5k × Rating, rarity 2)
MED TL 8 MED TL 5; Rating 1 to MFR TL
Extra heart, which improves physical endurance. Each time Creates stronger bones and cartilege; adds Rating dice
initiative is rolled, this gains 1 automatic hit. to the character’s effective armor rating for only Impact
damage resistance.
Eagle Eyes
(XP Cost: 10 × Rating) (Retroviral cost: 15k × Rating, rarity 2) Fire Breath
MED TL 7; Rating 1 to MED TL ÷ 3 (XP Cost: 20) (Retroviral cost: 40k, rarity 9)
Adds RATING dice to visual perception tests. Incompatible MED TL 9
with other eye modifications. The character grows a special gland, fluid sac, and tubing
to deliver a flammable organic aerosol to his mouth; when
Echolocation this fluid is expelled, he creates a spark (usually via two
(XP Cost: 25) (Retroviral cost: 25k × Rating, rarity 5) teeth that were surgically replaced), lighting the aerosol
MED TL 7 cloud and creating a flame. Treat this as an exotic ranged
weapon (FIRE BREATH) in terms of skills. The weapon deals
This very evident quality grows the character’s ears along
12H damage to the primary target and 8H splash damage to
with the audio processing region of the brain, enabling him
anyone else (except this character) within Melee range.
to discern basic shapes by making a “clicking” sound and
listening to the echoes. This allows the character to detect

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.

Infrared Vision Shockproof Skin


(XP Cost: 5) (Retroviral cost: 5k, rarity 2) (XP Cost: 10+Rating) (Retroviral cost: 5k × Rating, rarity 3)
MED TL 6
MED TL 6; Rating 1 to MFR TL
An additional set of cones is grown along the retina that
When resisting electricity, adds RATING dice.
is sensitive to infrared wavelengths. The character gains 3
dice on any Perception Test where detecting heat would be
beneficial.

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.

280 Gear Orion War


General Gear
Item Name Category Minimum TLs Cost Rarity Variants
Automatic Lockpicker B&E CPU 6, MFR 3 + Rtg 500 × Rtg Rtg + 3 Per Culture
Disguise Kit B&E 100 × Rtg Rtg
Lockpick Set B&E MFR 3 + Rtg 10 × Rtg Rtg Per Culture
Interversal Transfer Gate Base Tech MFR 12 100000 6
Shape Memory Polymer Base Tech MFR 5 10 per cc
Area Denial weapons Combat 100 Grease, glue, caltrops
FlashHacker Computer CPU 5 20000 8
Remote EM Modulator Computer CPU 8 1000 6
AutoMed Medical MED 7, CPU 6 250 × Rtg 2 Per Biochemistry
Cryonic Pod Medical MED 7 10000 5 Per Species
Dynamic Ration Device Medical MED 4, CPU 5, MFR 5 200 4 Per Species
First Aid Kit Medical MED 2 20 × Rtg 1 Per Species
Multispecies First Aid Kit Medical MED 6 100 × Rtg 4
Ration Medical MFR 2 1 1 Per Species
Time Dilation Pod Medical MED 6,PHY 10 20000 5
Voran Milk Substitute Medical MED 4 3 2
Carrying Pack Utility MFR 3 10 × Rtg 0 Per Species
Climbing Gear Utility 80 Rapelling, Climbing
Gravitic Attractor Utility PHY 8 15000 × Rtg 6
Handcuffs Utility 10 × Rtg 1 Metal,Plastic
ITG Pack Utility MFR 10 500 × Rtg
Magnetic Boots Utility 100
Quick-draw Arm Holster Utility CPU 4 100 4
Rope Utility 1 per 1 m
Thrust Pack Utility PRP 4 800
HyPoly adhesive Utility MFR 6 20 per cc per pair of materials

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.

Gear Orion War 281


Multispecies First Aid Kit: Popular in the Unification Gravitic Attractor: Creates an artificial gravitic attraction.
Charter, this First Aid Kit adds its rating to healing tests of Any character in the area (within a (RATING × 10) meter
any species. It is more compact than having multiple kits radius) will be drawn towards the device, with an effective
for every species, but is still useful for only one combat GRV of (RATING); resisting this attraction requires a
scenario’s worth of medical care. character to either be against a stable wall, or spend IP to
fight the attraction, using (BOD × SPENT IP) as the amount
Ration: A ration is a meal-sized portion of food that is
of GRV that can be resisted. Any characters that do not resist
designed to remain edible under any conditions. It does not
will take falling damage.
require refrigeration or cooking. Each ration will satisfy 1
person (of its intended species) for 1 day. Rating may be between 1 and the culture’s PHY TL.
Time Dilation Pod: This unit places a character in stasis for Handcuffs: Used to bind another character’s hands. May
any length of time - or more accurately, it slows the passage be escaped only with a successful AGI + STEALTH (ESCAPE
of time by a factor of 10^(PHY) (at PHY 10, three seconds ARTIST) test with a threshold of Rating.
in the pod equals approximately one year outside it; this
ITG Pack: Unlike the Carrying Pack, this is a bag of holding.
is 10 years for PHY 11 and 100 years for PHY 12). Unlike the
Though this device’s mass still increases as items are
Cryonic Pod, this stasis Pod actually stops time inside the
stored in it, it has a far greater ability to reshuffle the
pod. It requires a constant flow of power while active. The
mass to improve carrying effiency. Items stored in an ITG
unit takes advantage of gravitics and relativity, creating and
Pack become shapeless, and cannot be detected by any
controlling a minimally-sized high gravity field centered
normal means.
on the character’s body and shaped to match; as such, it
creates interference which is detectable with gravitic Rating may be between 1 and 5. The Rating determines how
mapping sensors, even on small ships. many objects it can hold of size class B with double the BOD
as the Rating, or an equivalent mass of smaller objects.
Entering and exiting Time Dilation stasis is much easier
on the body than with Cryonics; it deals 6C damage upon Magnetic Boots: Standard issue gear for zero gravity
revival, resisted by WIL. maneuvering, these boots magnetically attach to hulls and
bulkheads of ships, so that characters can walk along them.
Voran Milk Substitute: The equivalent of rations for
When wearing Magnetic Boots, characters are by and large
Voran drones - a synthetic replacement for the milk of a
able to move as if in gravity.
Queen. This substance is a prerequisite for any semblance
of independence for drones. It follows the same rules Quick-draw Arm Holster: This holster, usually on the inside
as a ration. of the forearm, allows a weapon stored there (anything one
size class lower than the character) to be “picked up” by that
Utility hand by triggering a Digital Macro. This item is commonly
paired with an interface that allows this to be a free action,
Carrying Pack: This convenient Carrying Pack is used to
such as a neural interface.
store items. Items Placed in the backpack have their weight
distributed in a convenient way around the carrier’s body, Rope: A solid, sturdy rope that can hold the weight of
effectively reducing it. When determining whether an multiple people. The force required to break it is (MFR ×
object can be carried in the pack, add the pack’s Rating to 2 - SUMMED BOD OF ALL PEOPLE/OBJECTS ON THE ROPE). This
the character’s BOD. assumes a GRV of 4; adjust as appropriate for different
gravity or thrust levels. If multiple ropes are available the
This is not a bag of holding, and it is not a technological
weight can be evenly distributed among them.
marvel; all the items are still there, and take up the same
amount of physical space, their weight is merely distributed Thrust Pack: The Thrust Pack is a unit worn in space to
more efficiently. Some items may be too awkwardly shaped allow propulsion in zero gravity. Its effective TR is (PRP TL -
to fit into such a pack, at the GM’s discretion. 3), and it has a Manuevering fuel capacity of PRP TL × 50 dV.
To pilot it, use AGI + PILOT (PRECISION SPACECRAFT).
Rating may be between 1 and the Culture’s MFR TL. One
of these may be improvised from found materials; to HyPoly adhesive: A kind of metamaterial, a hyperadhesive
determine its rating, roll INT + CRAFTING (HANDCRAFT). polymer (often called HyPoly) reacts to contact with certain
types of atoms by physically bonding at the molecular
Climbing Gear: All relevant climbing gear, except for ropes,
level. The bond is so strong that it effectively becomes
for one person. This includes harnesses, spikes, hooks,
one with whatever it is bonded to; removing the polymer
pulleys, and more.
usually involves removing a surface layer of whatever it’s
attached to.

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

Light Armor: Basic, lightweight armor.


Powered Assist Exoskeleton image
Specialized Light Armor: Armor designed for a particular
use, such as hand-to-hand combat with a specific martial Powered Assist Exoskeleton: If powered, the suit carries its
arts style, for example. Use the higher number when using own weight in addition to the bonus it grants. If unpowered,
it for its intended purpose. users are subject to a -3 dice pool modifier to all physical
Camouflage Outfit: A camo pattern designed to blend into actions due to encumbrance. All powered armor includes
a particular environment, such as grays for urban areas, an Embedded Device Core which administrates the
browns and tans for desert, green for wilderness, and so environmental controls; this may be upgraded to a Secure
on. Standard issue for many militaries. Grants +2 dice to ED for the price of the improved Core.
Stealth tests. Powered Armor: Armor that includes the benefits of a
Chameleon Outfit: An active camouflage system which is powered exoskeleton.
able to adapt its coloring to the terrain around it. While this Emergency Atmospheric Bubble: An unarmored life-pre-
does not make the wearer invisible, it does help them blend serving pod. The unit consists of a disk on which the subject
in with their surroundings. Grants +6 dice to Stealth tests. stands; he then pulls up the flexible film and seals the unit
Bulletproof vest: A garment to cover areas of main body above his head. The unit then inflates with breathable air,
mass, made out of tough materials such as kevlar, designed becoming a bubble. The disc portion has two leg sleeves
to protect against piercing weapons. In addition to its with limited mobility for the wearer’s legs, and magnetic
standard Armor value, this vest can convert up to 6 Piercing boots; the wearer’s arms and head are fully contained
damage into Impact damage one time, at which point within the bubble. This unit is designed to be put on in
its structure is compromised and offers only the main seconds in an emergency situation, including situations
Armor value. where a room has already been depressurized. It does not
provide the wearer any ability to manipulate the surround-
Active Bulletproof vest: This vest is a bulletproof vest with ings aside from very basic movement. It contains only a
one modification: It can fire jets of matter in the opposite few hours of breathable air, but can be easily hooked into a
direction of an incoming projectile. This negates the inertia vessel’s air supply for replenishment.
of the projectile (which, with a standard bulletproof vest,
may still cause injury). As a result, one time, this vest can At CPU TL 5, the unit is equipped with an integrated core
allowing it to interface with ship’s systems.

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

Environment Suit: Life support on the go for hostile


enviroments, including space. An environment suit can
alter many aspects of an outside environment So that the
inside environment is suitable for the squishy person. They
include an Embedded Device Core which administrates the
environmental controls; this may be upgraded to a secure
ED for the price of the improved core.
Rating is between 1 and 20, based on the Culture’s MFR
TL, and each point means the suit can extend the effective
survivable range of environments for a character by 1 Point
in either direction. This combination of extensions is part
of the suit’s design, and cannot be changed after the suit Radiation Suit
is created. Radiation Suit: A suit designed to protect against hard
If ATM is one of the attributes altered, it is assumed to radiation, ideal for working with nuclear engines and
include a small reservoir of breathable air, to be hermeti- weapons. Standard issue among engineering crews.
cally sealed, and to have a standard connector to which a Breathing Mask: Suitable for life in low-pressure environ-
breathing tank can be attached. ments or where a non-breathable atmosphere exists, the
Generally includes magnetic boots. mask allows one to breathe normally. It includes a small
reservoir of air breathable by its intended species.
Environment Armor: An Environment Suit with added
protection. Pressure Suit: This hermetically sealed suit is able to be
used in limited situations in space. It provides no protection
Powered Environment Suit: Combines the protection of
against temperature extremes nor radiation. A common
an environment suit with the lifting capabilities of the
emergency escape suit found on spacecraft, it will generally
powered exoskeleton.
keep someone alive long enough for rescue to arrive.

284 Gear
Armor
Item Name Armor EPR Bonus Minimum TLs Cost Rarity Variants

Standard Outfit 0 None 10 0

Light Armor 2 MFR 2 200


Specialized Light
1(3) 400 By Specialization
Armor
Camouflage Outfit 1 MFR 3 250 By terrain type

Chameleon Outfit 1 MFR 5 2500 2

Bulletproof vest 4 MFR 4 600 2


Active Bulletproof
4 MFR 4, PRP 5 2500 4
vest
SWAT Armor 5 800 4
Heavy Military
6 1200 8
Armor
Powered Assist
0 +4 BOD CPU 4, MFR 3 2000 4
Exoskeleton
Powered Armor 5 +4 BOD CPU 4, MFR 3 5000 6
Emergency
0 Rtg MFR 2+Rtg/4 100 × Rtg 2 By environment
Atmospheric Bubble
Environment Suit 1 Rtg MFR 2+Rtg/4 500 × Rtg 2 By environment

Environment Armor 4 Rtg MFR 3+Rtg/4 1000 × Rtg 4 By environment


Powered
0 Rtg +4 BOD CPU 4, MFR 4 1200 × Rtg 6 By environment
Environment Suit
Powered Environ-
3 Rtg +4 BOD CPU 4, MFR 5 2500 × Rtg 8 By environment
ment Armor
TMP - 2,
Spacesuit (Human) 1 MFR 3 2000 2
ATM - 2
TMP - 3,
Spacesuit (Bactaran) 1 MFR 3 2000 2
ATM - 1
TMP - 3,
Spacesuit (Voran) 1 MFR 4 3000 2
ATM - 3
TMP - 1,
Spacesuit (Guigu) 1 MFR 3 800 2
ATM - 1
G-Suit 1 GRV + 5 2000 2

Radiation Suit 2 RAD + Rtg MFR 2+Rtg/2 500 × Rtg 2

Breathing Mask 0 ATM - 1 MFR 3 50

Pressure Suit 2 ATM - Rtg MFR 2+Rtg/2 200 × Rtg 4 By Rating


ATM +
Diving Suit 4 MFR 2+Rtg/2 200 6
Rtg × 2
By number/
Shape Memory 2500 ×
* MFR 5, CPU 2 12 location of
Armor Sections
Sections

Antiflare Lenses 4* MFR 4 1500

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

Pack Core: A computing device designed to be carried


with you, sometimes controlling other cores. This device is
common among hackers and special ops alike. May take the
form of a laptop or tablet, or simply a computing package
stored in a backpack controlled by another means.
Computer: A generic personal computer for general use.
Reasonably capable, and reasonably priced.

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

Commlink 2/5 3 2 2 2 1 A1 Yes 300 3

Slicer 3/6 3 3 2 2 3 A3 Yes 800 5

Pack Core 2/8 5 3 2 4 2 A2 Yes 500 4

Computer 3/9 6 3 3 3 1 A3 Yes 600 3

Translator 1/6 5 2 3 2 1 A2 No 1500 5

AutoTranslator 1/6 6 3 3 2 1 A2 No 5000 7

Router 1/5 1 6 1 1 1 A2 No 50 3

Secure Router 3/10 3 5 1 4 3 A2 No 350 4

Firewall 4/12 4 3 1 6 3 A3 No 600 3

Mainframe 4/12 6 2 4 4 4 B1 Yes 1000 3

Cluster Core 2/12 6 6 4 2 1 B1 No 1500 4

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

Navicomputer 2/6 Rtg 2 2 3 3 A(Rtg) Yes Rtg × 1000 4

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

Datastick: A small handheld storage device. Easy to hide


basically anywhere, and capable of holding a reasonable
AutoTranslator amount of data.
Data Drive: A more capacious storage device, like a
hard drive. Generally capable of holding any data that is
generated by devices belonging to its own CPU TL.
Data Mainframe: A standalone drive that can hold massive
amount of data, and serve it up to multiple computers on
the network.

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

Core Mods & Software


Software Type TL Reqs CPU Reqs Cost Rarity

Image Edit Software Software CPU 8 50

3D Edit Software Software CPU 9 300 4

Audio Edit Software Software CPU 8 80 1

Video Edit Software Software CPU 10 200 2

Drone Command Software Software CPU 9 100 4

Tactical Software Software CPU 9 + RTG 250 + 250 × RTG 6

Tactical Network Software Software CPU 10 + RTG 400 + 300 × RTG 8

AR Tactical Net Software CPU 11 + RTG 300+200 × RTG 10

Hardening Casemod MFR 4 100 × Weight

Extra Sockets Hardware

Ruggedization Casemod MFR 6 Weight × RTG


Camouflage Casemod Weight × RTG
Software Firewall Software 150 × RTG

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.

Embedded CPU 1 0 10 Verbal Command: This interface responds to a limited


set of voice commands. Voice command systems can be
Keypad CPU 2 1 20
operated with a free action, but gain no bonuses due to
Graphical UI Controls CPU 3 2 100 the cumbersome nature of the voice recognition; in fact, it
Verbal Command CPU 3 0 100 adds 2 to the Glitch Risk of any operation being undertaken.
Using this interface requires talking, of course, so there’s
Chroma Command CPU 4 0 200
always the risk that you look like a crazy person, muttering
Touchscreen CPU 4 2 250 arcane voice commands into your phone on a crowded
Natural Language Processor CPU 5 5 400 train. Glitches when dealing with this interface should be
interpreted as the most hilarious possible misunderstand-
Natural Chromalinguitistics CPU 6 5 800
ing of what was actually said.
Processor
Holographic Interface CPU 4, 5 5000 At CPU TL 4, it adds only 1 to the Glitch Risk.
PHY 4 At CPU TL 6, it may be accessed via a Subvocal microphone
HUD Glasses CPU 5 0 300 instead; the user mouths the words but makes no
AR/VR Glasses CPU 6 6 800 sounds, and the UI can pick up on the intended words.
Using Subvocal further increases the Glitch Risk by 1 and
AR Contacts CPU 8 4 3500
is optional.
Matter Projection CPU 6, 8 20000
PHY 6 Chroma Command: Generally only useful to Vorans,
this device attaches to the claw and reads in the
Neural Interface CPU 7, 4 5000
Chromalinguistic patterns that are flashed. It functions
MED 4
the same way as Verbal Command does, with very similar
drawbacks. It is vulnerable to flash-hacking.
Embedded: A minimal UI designed for a limited set of
functionality on a particular device, like a small set of At CPU TL 5, it does not add to the Glitch Risk.
configuration knobs or buttons.
Touchscreen: A screen with an intuitive UI that responds to
touches. Naturally adept at entering graphical, artistic, and
intuitive data, earning +2 dice for these kinds of data. Large
amounts of typing or number entry gain no bonus.
Natural Language Processor: Unlike the verbal command
interface, a Natural Language Processor interface
understands whole sentences, recognizes context,
understands and predicts intent, and adapts to the patterns
and verbal tics of the user.
At CPU 6, it may be accessed via a Subvocal microphone
instead; the user mouths the words but makes no sounds,
and the UI can pick up on the intended words. Using
Subvocal increases the Glitch Risk by 1.
Keypad
Natural Chromalinguitistics Processor: A Natural
Keypad: A limited set of buttons, often numerical. Though Language Processor equivalent for Vorans using
it is possible to input complex data with one of these, it is Chromalingua.
time-consuming and exacting.

290 Gear
AR Contacts

AR Contacts: Similar to AR/VR glasses, except that


the technology is entirely built inside compact lenses.
These are essentially impossible to detect by real-world
Holographic Interface perception tests (unless the user has explicitly chosen to
wear distinctive ones).
Holographic Interface: Projects a 3-D visualization into the
Cybereyes may function as corrective contact lenses, as well.
real world which may be viewed and interacted with by one
or more people. The holograms are not physical and cannot Matter Projection: A hologram with physicality—it
be touched, but it can respond to the physical location of can physically be touched and interacted with, and
the hands as if it were touched. looks more realistic than an old-fashioned hologram.
Discerning between a Matter Projection simulation and
HUD Glasses: HUD Glasses consist of a display that is
reality requires (PHY TL ÷ 2) hits on a PER + COMPUTER
embedded into glasses or goggles. These are strictly an
(SIMULATION) test.
output interface, and are used in combination with some
other UI for input (often voice command). This device is Because it can touch, it can also cause damage. With Matter
simply a screen right next to your eyeballs; it cannot overlay Projection, a virtual fist can hurt. The amount of damage it
real-world data in virtual space or vice versa. can deal with one action is limited to (PHY TL ÷ 2), and this
may only be Impact or Piercing damage.
AR/VR Glasses: These glasses consist of a display plus an
array of sensors (including visual, depth, motion, orienta-
tion, and audio sensors) that allow the glasses to replicate
the wearer’s orientation and real-world situation in a
virtual environment, and overlay the virtual graphics on
the real world. AR creates an interface in a layer of reality
only visible to the user, and the user interacts with this layer
with their own body as if it were really there.

Neural Interface

Neural Interface: A number of electrodes worn around


the brain of the user (often in the form of a helmet, hat, or
headband) which read and transmit low-level electrical

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

Alcohol 5 44 mL -1 REA 4: 2S, V 0.5 50 mL +1 CHA, E 2: 1P

Amphetamine 100 MED 3 1g +1 REA, 3: 3P 1 1g 2: H, 1S 1


+1 PER
-1 BOD

Arsenic 5 1: 1P, V 1: 1P

Caffiene 3 50mg W 0.5 60 mg +1 REA 2: Z, H

Chlorine (gas) 10 MFR 2 5 ppm 4: 2P 5 ppm +1 REA, 3P 2: 1S, 2Pn 3

DDT 10 MFR 3 100 ppm 3: 1P No Effect

Diazepam 100 MED 3 15 mg -1 REA, 0.5 No Effect


3: -2 REA
+1 AGI

GHB 200 MED 3 -2 REA 1: -1 REA, 3S 1 No Effect

Heroin 40 MED 2 +2 REA 2: 3P 3 No Effect

Ibuprofen 10 MED 3 2Pn E 3: 1S 1

Kerosene 5 PRP 2 50 mL 1: 5P 50 mL +2 REA 1: 2P 1

LSD 200 MED 3 +1 INT, H 2: -1 INT +1 PER 1: 1S 1

MDMA 100 MED 3 +1 PER, E 4: 3P 1 2: V

Methamphetamine 140 MED 4 1g +1 REA, E 3: 3P 2 1g +2 PER, E 2: H, 1P 2

Morphine 100 MED 3 6Pn, E 3: 5S, 3P, V 2 E 2: 1P 2

Nicotine 5 10 mg 1 No Effect

Oxycodone 50 MED 4 -1 REA, 2: 3P 2 No Effect


4Pn

Salt 1 No Effect

Sarin (gas) 100 WEP 4 8S 1: 3P 3S, E 1: 1P 1

Steroids (injection) 100 MED 3 +1 BOD 3: 1P 1 +1 WIL, E 3: 1S

THC 30 +1 CHA 0.5 No Effect

Voran Milk 100 MED 5 +1 BOD, H 3: -1 REA, 3S 1 No Effect

298 Gear
Voran Guigu Symtraya

Dose Dose Dose


S.Eff. OD Addiction Dose S.Eff. OD Addiction Dose S.Eff. OD Addiction
(MF) (D) (Q)
3:
-1 BOD, 5Pn, 3:
80 mL 25 mL 1L -1 BOD, 1 22 mL 3: 1S -1 PER, E 1
+1 AGI -1 INT -1 WIL
6S

2g 1g +1 PER 3: 1P 1 No Effect No Effect

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

No Effect +2 REA 4: 3S 0.5 No Effect

No Effect No Effect No Effect

1Pn No Effect No Effect

No Effect No Effect No Effect

No Effect No Effect No Effect

2: V, 1S E 3: V No Effect

2g 1g +1 PER 2: 1P 0.5 No Effect No Effect

3Pn, E 2: 4S 0.5 No Effect No Effect

20 mg 50 mg 200 mg +1 REA 2: 1P 1 No Effect No Effect

No Effect No Effect No Effect

3: 1P No Effect No Effect

12S 1: 5P 4S, E 2: 4P 0.5 -1 INT, E 3: 3S 2

+1 BEA, 2: 1P 0.5 No Effect


H

+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

Survival Knife: This all-purpose knife is meant as a tool Axe


first, and weapon second. It gives a +2 dice bonus to any
Axe: The heavy blade on a combat axe is as useful as an
Survival test.
impact weapon as it is as a blade.
Dagger: The dagger is meant for combat and concealment.
Hatchet: A smaller, lighter axe.
Skinner Knife: This hunter’s knife is best for handling
Spear: The length of a spear allows the wielder to keep
trophies of the kill, and gives a +2 dice bonus to any Survival
attackers at a distance.
test involving hunting.
Halberd: The halberd combines a spear and axe into one
highly effective weapon.
Flail: The moving end of a flail is designed to get around
shields, giving 2 additional dice when used for that purpose.
Nunchuku: This small, chained weapon is good for getting
around defenses like shields or weapon parries, and gains
+2 dice for that purpose.
Quarterstaff: This small pole weapon is not used often, but
its properties are useful for many improvised weapons.
Machete
Katana: This Japanese sword is elegant and agile, even if it
Machete: Intended for chopping small brush, this large, is not especially damaging.
thin knife gives a +2 dice bonus to Survival tests in a
wooded area.

300 Gear
Melee Weapons
Type Name Class Reach Design DV Min TLs Cost Rarity
Handgear Shock gloves 8E PWR 4 350

Handgear Shape Memory Gloves 3P 5I MFR 5 600

Handgear Defender Gloves 50

Handgear Brass Knuckles 0 +1 3P 5I 50

Melee Survival Knife Knife 0 +2 4P 2I 60

Melee Dagger Knife 0 +4 4P 190

Melee Skinner Knife Knife 0 +2 3P 5I 20

Melee Machete Short 1 +2 2P 4I 40

Melee Falchion Short 1 +3 4P 3I 270

Melee Gladius Short 1 +3 5P 220

Melee Claymore Long 2 +4 3P 3I 380

Melee Rapier Short 2 +5 4P 410

Melee Mace Short 1 +3 5P 3I 130

Melee Hammer Short 2 +3 8I 200

Melee Maul Long 3 +3 3P 6I 310

Melee Axe Short 2 +3 4P 5I 270

Melee Hatchet Short 1 +4 2P 3I 130

Melee Spear Long 3 +3 5P 340

Melee Halberd Long 4 +3 4P 5I 470

Melee Flail Short 2 +3 8I 200

Melee Nunchuku Short 1 +4 5I 80

Melee Quarterstaff Long 3 +3 6I 150

Melee Katana Long 2 +5 2P 4I 280

Melee Sai Knife 0 +2 6I 30

Melee Club Short 1 +1 6I 20

Melee Tonfa/PR24 Short 1 +2 6I 50

Melee Collapsible Tonfa Short 1 +2 5I 40

Melee Shape Memory Gladius Short 1 +3 5P 220

Melee Vibroblade Short 0 +4 8P MFR 5 250

Throwing Shuriken 0 +3 2P 70

Throwing Boomerang 0 +2 5I 20

Throwing Shape Memory Boomerang 0 +3 3P MFR 5 90

Throwing Javelin Long 0 +3 4P 130

Throwing Harpoon Long 0 +2 3P 80

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

Vibroblade: Like a turkey carving knife, but much more


so. The microserrations on the blade’s edge combined with
its incredibly fast vibrations allow it to cut through nearly Handgun
anything. A vibroblade made of standard metals would
become dulled almost instantaneously, so hardened and Handgun: A small, one handed firearm. The A-class version
shaped synthetic diamonds are required for this to be an is often called a holdout.
effective weapon.
Standard Rifle: A two handed braced firearm. An old but
classic design.

302 Gear
Shotgun: A firearm designed to convey “oomph” in addition
to simple piercing damage.

Battle Rifle

Battle Rifle: This advanced automatic weapon is a prime


combat weapon for a character that knows how to use
it. Though powerful and accurate, it requires precision
Sniper Rifle maintenance to retain its effectiveness.

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

Name Type Specialization Design IP A B C D E Other TLs


Crossbow Special 0 2 1 1 2 3 X
Handgun Firearm Pistols 0 1 2 2 X X X
Standard Rifle Firearm Longarms +3 1 X 2 3 X X
Shotgun Firearm Longarms +3 1 X 3 3 X X
Sniper Rifle Firearm Sniper +5 1 3 3 3 4 X
Submachine Gun Firearm Automatics +2 1 X 3 3 X X
Flamethrower Special Exotic Weapon 3 3 3 3 X
Injection Gun Projectile Pistols 3 3 3 X X
Battle Rifle Firearm Automatics +5 1 X 4 4 4 X
Grenade Launcher/
Projectile Explosive Projectiles 4 4 4 4 4
Mortar
Blinding Laser Energy Energy Weapons 0 1 4 4 4 4 6 PWR 5

Missile Launcher Projectile Explosive Projectiles 1 5 5 5 5

Taser Energy Energy Weapons 0 2 5 5 X X X PWR 4

Thermal Laser Energy Energy Weapons -2 2 5 5 6 7 8 PWR 5

Coilgun Firearm Longarms +2 1 X 5 5 5 6 PWR 6

LIPC Energy Energy Weapons +3 1 5 5 5 X X PWR 6

Directed EMP Energy Energy Weapons X X 6 6 6

Sonic Stunner Energy Energy Weapons 7 7 7 X X


Corrosion Pulse Projectile Energy Weapons X 7 7 7 7

SMSF Firearm Sniper 8 7 8 9 X CPU 7

Pulse Laser Energy Energy Weapons +3 1 8 7 7 8 9 PWR 7

Gyrojet Projectile Pistols +4 1 7 7 7 X X PRP 8

Plasma Gun Energy Energy Weapons +1 10 9 8 8 9

Antiparticle Beam Energy Energy Weapons X 8 8 8 8

Antimatter unit Energy Energy Weapons X 8 8 8 8

Fusion Gun Energy Explosive Projectiles X 10 9 9 9

Fusion Gun round Energy Explosive Projectiles X 10 9 9 9

Gravity Gun Special Exotic Weapon X 12 11 11 12 PHY 9

304 Gear
Cost at Size Class

A B C D E V A DV Splash Auto Brac Recoil GR Clip Rarity


20 150 600 3,000 X 4PI 1 3 2 1

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 1,500 10,000 100,000 X ✓ ✓ 10P 4I 3 3 1 5 7

X 800 X X X ✓ ✓ 7P 3 1 2 3 30 5

100 400 2,000 40,000 X ✓ ✓ 12H 8H 2 0 3 2

6P
300 700 4,000 X X ✓ ✓
(special)

X 1,500 15,000 120,000 X ✓ ✓ 9P 6 3 2 2 30 5

200 800 8,000 95,000 600,000 ✓ ✓ 12X 8I 2 1

50 200 2,000 10,000 250,000 ✓ ✓ 6S 3/5/10 0

X 1,400 15,000 120,000 1.5m ✓ ✓ 12X 8I 1

150 400 X X X ✓ ✓ 3P 8E 0

300 3,000 25,000 300,000 1m ✓ ✓ 10H 0

X 1,500 4,000 150,000 800,000 ✓ ✓ 10P 1/4/8 4 0 3

350 900 3,000 X X ✓ 6E 1/3/5 0 5

X X 10,000 50,000 250,000 ✓ ✓ 8E 4E

1,000 7,000 14,000 X X ✓ 6I 10S

X 3,000 25,000 200,000 700,000 ✓ ✓ 4A 3 1 3 4

1,200 5,000 20,000 500,000 X 6P (special)

1,000 2,500 12,000 200,000 1m ✓ 5P 10H 1/3/5 0 4

600 2,800 10,000 X X ✓ ✓ 6PX 0

4,000 2,000 8,000 100,000 500,000 ✓ ✓ 10H 4R 2R 2 5

(*)PXH
X 4,000 35,000 800,000 3m ✓ ½(*)I 1
(special)

X 1,000 10,000 100,000 500,000 ✓

X 80,000 30,000 300,000 800,000 ✓ ✓ 10XH 6I 4 1

X 8,000 12,000 100,000 200,000 ✓ ✓ 10XH 6I

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.

Warheads WEP TL at Size Class Cost at Size Class


Other
Name A B C D E A B C D E DV Splash GR Rarity
TLs
Standard
3 3 3 4 5 300 500 15k 100k 600k 12X 8I 4
Explosive
Frag Bomb 3 3 3 150 350 3k 14X 8P 3

Flash-bang 4 4 4 600 2k 30k 3X 10S 8S 6

Gas Warhead 4 4 5 1k 6k 30k (special) 7

Bunker Buster 4 4 5 40k 250k 800k 6P 12X 8I 12

Fission Warhead 10 8 7 6 5 20m 5m 3m 1.5m 1m 18XEHR 4IEHR 20

Fusion Warhead 8 6 120k 60k (*)XEHR (½*)IEHR 10

Breaching Tip 7 6 7 7 MFR 6 100 20k 80k 200k 6P 10

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.

Standard Issue Gear Subculture details


Reach: 6
Spacesuits and Armor Qualities: Time Sink (-2)
The Bactaran Argosy issues standard Environment Armor
(TMP -3, ATM -1, GRV +3) to its soldiers to protect against Most Corps subcultures have the Specialty quality for some
space and aggressors alike. Engineering staff on a ship relevant skill; a few are listed below, but any other Voran
receive armor protecting against radiation as well (TMP -3, Corps should have a relevant Specialty quality.
ATM -1, GRV +3, RAD +5) - the expense of this kind of suit Defense Corps Quality: Specialty (Automatics, 2)
limits its availability. For other officers and passengers, Tactical Corps Quality: Specialty (Indirect Fire, 4)
simple Flight Suits (GRV +5) are available to help survive Research Corps Quality: Specialty (Physics, 2)
high-G maneuvers.
Merchant Corps Quality: Specialty (Negotiation, 2)

Weaponry Officer Rankings


Bactarans serving on board ships and space stations often
rely on a wide variety of melee weapons as their standard
Worker (5)
issue gear, augmented by nonlethal ranged weapons, The lowest rank, almost exclusively filled by drones;
primarily LIPC’s (+3 DICE, 6E). If the tech is available, upper a Worker simply handles the cleaning and low level
level security personnel will be issued handheld Pulse maintenance. Most receive the most rudimentary level of
Lasers (+3 DICE, 5P 10H, AUTO 1 OR MORE DEPENDING ON PWR weapons training for self defense.
TL) to deal with threats, but most soldiers will still be issued
melee weapons.
Spacefarer (15)
A Spacefarer (traditionally a role for male Vorans) is a pilot,
Bactarans serving at posts where a stray bullet won’t cause weapons officer, or engineer. While almost all Spacefarers
a hull breach may be issued any variety of firearm or range learn to operate the helm as a matter of tradition, many
weapon within their technological capabilities, in addition rarely if ever helm a ship in the field.
to the melee and nonlethal weapons listed above.
Operative (25)
Voran Corps An Operative operates independently, not having a post on
any particular ship (though often carried by ships as guests
Vorans, with their instinctively community driven mindset, or as mission specialists). Operatives may work on teams
tend to have large, varied militaries, only some of which for specific missions, and their training makes them highly
are focused on combat. The Voran Defense Corps and adaptable to work within any team, but will not be a part of
Voran Tactical Corps are the two major organizations a particular unit in the long term. The ranks of Operatives
focused on military might. However, a similar hierarchy is include males, young females, and drones.
in place for most vital functions of Voran society, including
Research Corps, Engineers Corps, Merchant Corps, and Expert (35)
the Infrastructure Corps. Each Corps is operated slightly The Expert is a Voran who has received a significant
differently; the Defense and Tactical Corps, for example, are amount of education and has proven competency in a
a strict hierarchy, while others like the Merchant Corps are particular field. In Voran society, “Expert” is an honorific
more akin to a workers’ union or a loose coalition. There are that carries similar weight, honor, and authority as the
a small number of combat ships assigned to non-combat title “Doctor” in Human society. Unlike many military ranks,
Corps, and they are responsible for their own day to day this title is often awarded to those outside any corps as
policing and protection. The Defense Corps are available a recognition of training and education; when given this
for larger scale defense when these smaller forces are way, the Expert does not have a commanding rank in the
insufficient.

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)

Standard Issue Gear Subculture details (Agents & Acolytes)


Reach: 6
Spacesuits and Armor Qualities: Time Sink (-8), Local Scope (-2), Black Market
Voran environmental suits vary by gender. Drones
are particularly hardy, and can survive in many space
environments, generally only requiring a thermal suit
when in shadow. Queens are also capable of survival in

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.

Fleet Admiral (120)


There is only one Fleet Admiral in the UC fleet, who
coordinates the defensive fleet to keep Parella Station safe.
Multiple Admirals serve under the command of the Fleet
Admiral in the Parella System; Admirals stationed outside
of the Parella System (such as those near Lemuria) often
answer directly to the UC leadership council.

Militaries 315
Ships
Abilities

Warp Bridge Atmospheric Flight Landing

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

BOD ARM CPU Mass 1000 mt Connections TYPE TR K∆V


α THERMAL LASERS

D3 2 7 Cargo 100 mt 2x Docking Ports,


1x Airlocks
6 40 β SHORT-RANGE MISSILES

CREW SKEL 7 FULL 16 PSG 2 TTL 18 1 1 γ RADIATORS

The first mass-produced Earth vessel following the Bactaran occupation. δ


Without a pipeline of advanced alien technologies, the Phoenix is reliant on
limited chemical rockets and relatively primitive weapons. The Phoenix is not a
ε
great design and is notoriously flaky, but as the backbone of the fledgling EGF, ζ DOCKING PORT
it is Earth’s only line of defense.
Heat 2 0 1 2
Weapons: 2x Thermal Lasers, 2x Short-range Missiles
Defenses: 1x Lasers
Attachés: 2x Transport

Hammer CRUISER Built 2075–2101

BOD ARM CPU Mass 3000 mt Connections TYPE TR K∆V


α THERMAL LASERS

D6 2 7 Cargo 500 mt 2 capacity Docking Bay 3 250 β SHORT-RANGE MISSILES

CREW SKEL 25 FULL 70 PSG 12 TTL 82 1 1 γ COILGUNS

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

BOD ARM CPU Mass 25 mt Connections TYPE TR K∆V


α PILOT/CREW

C6 2 7 Cargo 2 mt 1x Docking Ports 10 10 β PASSENGERS/CARGO

CREW SKEL 2 FULL 2 PSG 0 TTL 2 1 1 γ MISSILE LAUNCHERS

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.

Weapons: 1x Thermal Lasers, 1x Coilguns, 1x Short-range Missiles


Defenses: 2x Chaff, 1x Lasers

FX-01
VESTA

318 Ships
PEGASUS

Pegasus FRIGATE Built 2080–2110

BOD ARM CPU Mass 1200 mt Connections TYPE TR K∆V


α THERMAL LASERS

D4 3 7 Cargo 100 mt 2x Docking Ports,


2x Airlocks
4 100 β SHORT-RANGE MISSILES

CREW SKEL 7 FULL 18 PSG 2 TTL 20 1 1 γ RADIATORS

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

Weapons: 2x Thermal Lasers, 1x Coilguns, 2x Short-range Missiles Heat 4 1 3


Defenses: 1x Lasers

Ships 319
FX-02 FIGHTER SHUTTLE First built 2082

BOD ARM CPU Mass 45 mt Connections TYPE TR K∆V


α COILGUN

C7 2 7 Cargo 2 mt 1x Docking Ports 8 15 β SHORT-RANGE MISSILES

CREW SKEL 2 FULL 2 PSG 0 TTL 2 1 1 γ LANDING EQUIPMENT

While the FX-01 is an effective space fighter, its inability to enter the δ DOCKING PORT

atmosphere was a crippling weakness that left atmospheric transports wholly


exposed. The FX-02, a fighter shuttle, filled this gap, though the heat shield and
ε
atmo maneuvering components forced out the heat lasers. ζ
Weapons: 1x Coilguns, 1x Short-range Missiles Heat 8 1 1
Defenses: 1x Chaff, 1x Lasers

Everest PLATFORM Built 2090–2125

BOD ARM CPU Mass 50k mt Connections TYPE TR K∆V


α SHORT-RANGE MISSILES

E4 3 7 Cargo 2000 mt 50 capacity Docking Bay, 0.25 30 β THERMAL LASERS


5x Berthing Arms
CREW SKEL 40 FULL 148 PSG 25 TTL 173 γ COILGUNS

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

BOD ARM CPU Mass 10k mt Connections TYPE TR K∆V


α DOCKING BAY

D10 1 7 Cargo 500 mt 20 capacity Docking Bay,


2x Berthing Arms
4 150 β SHORT-RANGE MISSILES

CREW SKEL 80 FULL 300 PSG 20 TTL 320 1 1 γ THERMAL LASERS

Following the success of the Hammer class, the Vesta carrier was designed right δ JUNARDM

up to the limit of warp bridge travel, intended to deliver overwhelming force


into a combat theater on the other side of a bridge. It can carry up to 20 C-class
ε DOCKING BAYS

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

BOD ARM CPU Mass 20 mt Connections TYPE TR K∆V


α BREACHING PORT

C5 2 7 Cargo 4 mt 1x Docking Ports,


8 strength Breaching
8 10 β THERMAL LASERS

CREW SKEL 2 FULL 2 PSG 26 TTL 28


Connector
1 1 γ COILGUNS

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).

Weapons: 1x Thermal Lasers, 1x Coilguns


Defenses: 1x Chaff, 2x Lasers, 1x Intercepting Guns

Austin BATTLESHIP First built 2094

BOD ARM CPU Mass 20k mt Connections TYPE TR K∆V


α SHORT-RANGE MISSILES

E3 2 7 Cargo 1000 mt 10 capacity Docking Bay 4 100 β COILGUNS

CREW SKEL 200 FULL 1000 PSG 70 TTL 1070 1 1 γ PILOT/CREW

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

BOD ARM CPU Mass 15 mt Connections TYPE TR K∆V


α THERMAL LASERS

C2 1 7 Cargo 0 mt 1x Docking Ports 12 10 β COILGUNS

CREW SKEL 1 FULL 1 PSG 0 TTL 1 1 1 γ DOCKING PORT

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

Hidalgo BATTLECRUSIER First built 2100

BOD ARM CPU Mass 10k mt Connections TYPE TR K∆V


α SHORT-RANGE MISSILES

D10 2 7 Cargo 200 mt 6 capacity Docking Bay 4 180 β THERMAL LASERS

CREW SKEL 110 FULL 300 PSG 35 TTL 335 1 1 γ JUNARDM

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

Orion War heats up. ζ


Weapons: 2x Thermal Lasers, 1x Coilguns, 4x Short-range Missiles Heat 15 1 3
Defenses: 1x Chaff, 4x Lasers, 4x Intercepting Guns

Olympus CRUISER Built 2101–2120

BOD ARM CPU Mass 3500 mt Connections TYPE TR K∆V


α THERMAL LASERS

D6 3 7 Cargo 1000 mt 2 capacity Docking Bay 3 270 β SHORT-RANGE MISSILES

CREW SKEL 22 FULL 80 PSG 20 TTL 100 1 1 γ JUNARDM

An updated replacement for the Hammer class, the Olympus is the new δ COILGUNS

workhorse of the fleet, often found surrounding Century flagships or running


errands for the battle group.
ε DOCKING BAYS

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

BOD ARM CPU Mass 100k mt Connections TYPE TR K∆V


α SHORT-RANGE MISSILES

E6 5 7 Cargo 5000 mt 100 capacity Docking Bay, 0.25 25 β THERMAL LASERS


5x Berthing Arms
CREW SKEL 200 FULL 800 PSG 300 TTL 1100 γ COUNTERMEASURES

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.

Weapons: 4x Thermal Lasers, 2x Coilguns, 8x Short-range Missiles, 1x Plasma Guns


Defenses: 12x Lasers, 12x Intercepting Guns
Attachés: Mix of all combat vessels, including a few Cruisers

Baltimore TUG Built 2065–2150

BOD ARM CPU Mass 100 mt Connections TYPE TR K∆V


α PILOT/CREW

C8 3 7 Cargo -- mt 1x Docking Ports 20 900 β FUEL TANKS

CREW SKEL 1 FULL 2 PSG 0 TTL 2 10 100 γ ENGINES

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

TX-01 TRANSPORT First built 2075

BOD ARM CPU Mass 28 mt Connections TYPE TR K∆V


α PILOT/CREW

C6 1 7 Cargo 10 mt 1x Docking Ports 5 20 β PASSENGERS/CARGO

CREW SKEL 1 FULL 2 PSG 4 TTL 6 1 1 γ FUEL TANKS

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

BOD ARM CPU Mass 2 mt Connections TYPE TR K∆V


α PILOT/CREW

C2 0 7 Cargo 0.1 mt 1x Airlocks,


4 strength Breaching
0.25 3 β PASSENGERS/CARGO

CREW SKEL 1 FULL 1 PSG 0 TTL 1


Connector
1 1 γ FUEL TANKS

Difficult to detect; designed for a stealthy approach and breach. δ AIRLOCK

Defenses: 1x Chaff
ε BREACHING PORT

ζ
Heat 5 1

Turtle TANKER First built 2080

BOD ARM CPU Mass 2000 mt Connections TYPE TR K∆V


α FUEL TANKS

D6 4 7 Cargo -- mt 1x Airlocks 1 1500 β COUNTERMEASURES

CREW SKEL 1 FULL 4 PSG 0 TTL 4 γ PILOT/CREW

This fuel tanker often accompanies a flotilla with xenon fuel for fusion-ion δ AIRLOCK

engines, drastically increasing their range. ε


Defenses: 2x Intercepting Guns ζ
Attachés: A Baltimore tug actually controls the tanker and is usable as an
escape pod Heat 12 0

TX-02 SHUTTLE First built 2083

BOD ARM CPU Mass 30 mt Connections TYPE TR K∆V


α LANDING EQUIPMENT

C6 1 7 Cargo 2 mt 1x Docking Ports 6 15 β PILOT/CREW

CREW SKEL 1 FULL 2 PSG 2 TTL 4 1 1 γ PASSENGERS/CARGO

The sister to the TX-01, the TX-02 capsule is aerodynamically designed and δ FUEL TANKS

capable of reentry into an atmosphere-covered world. It is often only capable of


a single landing and takeoff before requiring fuel.
ε DOCKING PORT

ζ
Defenses: 1x Chaff
Heat 10 1

Ships 325
Envoy CONSULAR SHIP Built 2085–2115

BOD ARM CPU Mass 1800 mt Connections TYPE TR K∆V


α THERMAL LASERS

D5 5 7 Cargo 100 mt 2 capacity Docking Bay 3 150 β COILGUNS

CREW SKEL 12 FULL 30 PSG 50 TTL 80 γ PILOT/CREW

The Envoy is one of the most heavily armored ships, designed to safely escort δ PASSENGERS

dignitaries and their staff. ε JUNARDM

Weapons: 1x Thermal Lasers, 1x Coilguns ζ DOCKING BAY


Defenses: 2x Chaff, 2x Lasers
Heat 10 1

Dragon CAPSULE Built 2020–2050

BOD ARM CPU Mass 25 mt Connections TYPE TR K∆V


α PILOT/CREW

C5 1 7 Cargo 3 mt 1x Airlocks 6 2 β PASSENGERS/CARGO

CREW SKEL 0 FULL 1 PSG 6 TTL 7 1 1 γ FUEL TANKS

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

Starbase STATION First built 2065

BOD ARM CPU Mass 80k mt Connections TYPE TR K∆V


α
D18 1 7 Cargo 10k mt 4 capacity Docking Bay,
5x Berthing Arms,
0.25 10 β
CREW SKEL 10 FULL 120 PSG 500 TTL 620
10x Airlocks
γ
While every space station is a little bit different, most have similar structure δ
and capabilities. This class represents such generic bases. It may be adjusted to
suit different stations.
ε
ζ
Weapons: 1x Coilguns
Defenses: 2x Lasers, 2x Intercepting Guns Heat 5 2 2

326 Ships
Stallion TRANSPORT First built 2081

BOD ARM CPU Mass 15 mt Connections TYPE TR K∆V


α PILOT/CREW

C4 0 7 Cargo 10 mt 1x Airlocks 10 8 β PASSENGERS/CARGO

CREW SKEL 1 FULL 1 PSG 4 TTL 5 1 1 γ FUEL TANKS

This small, short-range civilian transport is mostly known for its speed and δ AIRLOCK

power. It is sometimes included as an emergency escape pod on larger vessels


and yachts, or as a short-range detachment.
ε
ζ
Heat 2 1

Boost Pod TRANSPORT First built 2083

BOD ARM CPU Mass 5 mt Connections TYPE TR K∆V


α PILOT/CREW

C1 0 7 Cargo 1 mt 1x Docking Ports 6 6 β PASSENGERS/CARGO

CREW SKEL 1 FULL 1 PSG 0 TTL 1 1 1 γ FUEL TANKS

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

Escape Pod CAPSULE First built 2083

BOD ARM CPU Mass 5 mt Connections TYPE TR K∆V


α PILOT/CREW

C1 0 7 Cargo 0 mt 1x Docking Ports 6 2 β PASSENGERS/CARGO

CREW SKEL 0 FULL 0 PSG 2 TTL 2 1 1 γ FUEL TANKS

The Escape Pod is an automated craft designed to take two people safely from δ DOCKING PORT

orbit to the surface of a planet. ε


ζ
Heat 1

Ships 327
Hephaestus MINER First built 2090

BOD ARM CPU Mass 10k mt Connections TYPE TR K∆V


α MINING TOOLS

D10 2 7 Cargo 5k mt 1x Airlocks 4 80 β PILOT/CREW

CREW SKEL 10 FULL 300 PSG 0 TTL 300 1 2 γ PASSENGERS/CARGO

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

Hauler CARGO SHIP First built 2080

BOD ARM CPU Mass 1000 mt Connections TYPE TR K∆V


α PILOT/CREW

D3 2 7 Cargo 600 mt 1x Airlocks 4 200 β CARGO

CREW SKEL 10 FULL 10 PSG 0 TTL 10 1 1 γ PASSENGERS/CARGO

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

Lampyridae CARGO SHIP First built 2090

BOD ARM CPU Mass 400 mt Connections TYPE TR K∆V


α PILOT/CREW

C10 1 7 Cargo 100 mt 1 capacity Docking Bay,


2x Airlocks
8 100 β CARGO

CREW SKEL 2 FULL 5 PSG 4 TTL 9 1 1 γ PASSENGERS/CARGO

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

can fly in atmosphere as well as in space. ζ AIRLOCK

Defenses: 1x Lasers Heat 8 2


Attachés: 2x TX-02

328 Ships
Amuro CARGO SHIP First built 2102

BOD ARM CPU Mass 1200 mt Connections TYPE TR K∆V


α PILOT/CREW

D3 1 7 Cargo 150 mt 2x Airlocks 8 120 β JUNARDM

CREW SKEL 2 FULL 8 PSG 6 TTL 14 1 1 γ CARGO

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

Corvette SHUTTLE First built 2095

BOD ARM CPU Mass 110 mt Connections TYPE TR K∆V


α PILOT/CREW

C8 1 7 Cargo 24 mt 1x Airlocks 6 20 β FUEL TANKS

CREW SKEL 2 FULL 2 PSG 5 TTL 7 1 1 γ CARGO

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

Raptor PUBLIC SHUTTLE Built 2030–2070

BOD ARM CPU Mass 2100 mt Connections TYPE TR K∆V


α PILOT/CREW

C16 0 7 Cargo 600 mt 1x Docking Ports,


2x Airlocks
8 10 β PASSENGERS

CREW SKEL 2 FULL 6 PSG 95 TTL 101 γ CARGO

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

BOD ARM CPU Mass 600 mt Connections TYPE TR K∆V


α PILOT/CREW

C12 0 7 Cargo 2 mt 1x Airlocks 6 40 β ATMOSPHERIC WINGS

CREW SKEL 2 FULL 2 PSG 30 TTL 32 1 1 γ PASSENGERS

The Starbus is a passenger transport in the form of a fully reusable spaceplane. δ CARGO

The Starbus is the most economical way to reach orbit. ε AIRLOCK

ζ
Heat 18 2

Majestic STARLINER Built 2098–2150

BOD ARM CPU Mass 8000 mt Connections TYPE TR K∆V


α PASSENGERS

D9 1 7 Cargo 15 mt 3x Airlocks 2 2m β PILOT/CREW

CREW SKEL 30 FULL 100 PSG 250 TTL 350 1 1 γ CARGO

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

Glory STARLINER Built 2115–2170

BOD ARM CPU Mass 24k mt Connections TYPE TR K∆V


α PASSENGERS

D10 1 7 Cargo 20 mt 6x Airlocks 2 1.5m β JUNARDM

CREW SKEL 40 FULL 100 PSG 300 TTL 400 1 1 γ PILOT/CREW

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

Defenses: 1x Intercepting Guns ζ AIRLOCKS

Heat 4 1

330 Ships
Grace STARLINER Built 2130–2220

BOD ARM CPU Mass 60k mt Connections TYPE TR K∆V


α PASSENGERS

D15 0 8 Cargo 60 mt 2 capacity Docking Bay,


6x Airlocks
4 500 β PILOT/CREW

CREW SKEL 45 FULL 500 PSG 3000 TTL 3500 1 1 γ CARGO

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

Crab CHARTER First built 2095

BOD ARM CPU Mass 400 mt Connections TYPE TR K∆V


α SENSORS

D2 0 7 Cargo 2 mt 2x Airlocks 2 1m β PILOT/CREW

CREW SKEL 8 FULL 28 PSG 40 TTL 68 1 1 γ FUEL TANKS

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.

Chrysalis COLONY SHIP First built 2113

BOD ARM CPU Mass 30k mt Connections TYPE TR K∆V


α PASSENGERS

D12 0 7 Cargo 2000 mt 2x Docking Ports,


10x Airlocks
6 100 β COLONIZATION SUPPLIES

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

Motetuk FIGHTER Built 2030–2080

BOD ARM CPU Mass 50 mt Connections TYPE TR K∆V


α THERMAL LASERS

C5 3 4 Cargo 1 mt 1x Docking Ports 4 20 β COILGUNS

CREW SKEL 3 FULL 3 PSG 2 TTL 5 1 1 γ SHORT-RANGE MISSILES

The basic military workhorse of the Bactaran military. The Motetuk is known δ COUNTERMEASURES

for being particularly full-featured for long-term habitation relative to many


fighter craft; it is designed to operate for long periods without requiring a
ε DOCKING PORT

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

BOD ARM CPU Mass 60 mt Connections TYPE TR K∆V


α
C6 1 4 Cargo 2 mt 1x Docking Ports 4 15 β
CREW SKEL 5 FULL 5 PSG 5 TTL 10 1 1 γ
This lightly armed shuttle is designed primarily for planetside troop deploy- δ
ment. It is typically accompanied by multiple Motetuk craft or other, better-
armed ships as protection until it is ready to deliver its payload.
ε
ζ
Weapons: 1x Thermal Lasers, 1x Coilguns
Defenses: 1x Intercepting Guns Heat 10 1 2

Datura CARRIER First built 2025

BOD ARM CPU Mass 10k mt Connections TYPE TR K∆V


α DOCKING BAYS

D10 2 4 Cargo 30 mt 36x Docking Ports,


3x Airlocks
8 60 β THERMAL LASERS

CREW SKEL 6 FULL 12 PSG 0 TTL 12 1 1 γ SHORT-RANGE MISSILES

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.

Weapons: 1x Thermal Lasers, 1x Short-range Missiles


Defenses: 4x Intercepting Guns
Attachés: 24x Motituk fighters 12x Dalonol transports

Duradasan FRIGATE First built 2030

BOD ARM CPU Mass 3000 mt Connections TYPE TR K∆V


α THERMAL LASERS

D6 2 4 Cargo 30 mt 2x Docking Ports,


1x Airlocks
8 80 β COILGUNS

CREW SKEL 30 FULL 70 PSG 5 TTL 75 γ SHORT-RANGE MISSILES

This frigate is designed to carry out all large transport and small defense missions. δ JUNARDM

Weapons: 2x Thermal Lasers, 2x Coilguns, 2x Short-range Missiles


ε COUNTERMEASURES

Defenses: 3x Lasers, 2x Intercepting Guns ζ DOCKING PORTS

Heat 18 1

Ships 333
Kodurayduk DEFENDER First built 2040

BOD ARM CPU Mass 300k mt Connections TYPE TR K∆V


α SHORT-RANGE MISSILES

E9 4 5 Cargo 500 mt 40 capacity Docking


Bay, 6x Docking Ports,
2 50 β COUNTERMEASURES

CREW SKEL 250 FULL 1200 PSG 150 TTL 1350


2x Berthing Arms
8 5 γ THERMAL LASERS

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

Kolura FRIGATE Built 2055–2200

BOD ARM CPU Mass 1500 mt Connections TYPE TR K∆V


α THERMAL LASERS

D4 2 5 Cargo 20 mt 2x Airlocks 4 120 β COILGUNS

CREW SKEL 28 FULL 60 PSG 5 TTL 65 1 2 γ SHORT-RANGE MISSILES

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

Weapons: 1x Thermal Lasers, 1x Coilguns, 1x Short-range Missiles ζ AIRLOCKS


Defenses: 1x Lasers, 2x Intercepting Guns
Heat 12 1

Konacho BREACHER Built 2060–2130

BOD ARM CPU Mass 35 mt Connections TYPE TR K∆V


α PASSENGERS

C6 2 5 Cargo 1 mt 1x Docking Ports, 4


strength Breaching
8 10 β THERMAL LASERS

CREW SKEL 3 FULL 3 PSG 20 TTL 23


Connector
1 2 γ BREACHING PORT

This large breacher craft is ideal for delivering large numbers of soldiers into an δ COUNTERMEASURES

enemy vessel. ε DOCKING PORT

Weapons: 2x Thermal Lasers ζ


Defenses: 1x Lasers
Heat 6 1

334 Ships
Palutuk FIGHTER Built 2080–2150

BOD ARM CPU Mass 100 mt Connections TYPE TR K∆V


α THERMAL LASERS

C8 3 5 Cargo 0.5 mt 1x Docking Ports 5 50 β COILGUNS

CREW SKEL 4 FULL 4 PSG 2 TTL 6 1 1 γ SHORT-RANGE MISSILES

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

Tuponan SKIFF First built 2015

BOD ARM CPU Mass 20 mt Connections TYPE TR K∆V


α PILOT/CREW

C7 0 5 Cargo 1 mt 1x Docking Ports 6 40 β PASSENGERS/CARGO

CREW SKEL 2 FULL 2 PSG 12 TTL 14 1 2 γ FUEL TANKS

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

Daronor TRANSPORT Built 2020–2095

BOD ARM CPU Mass 20 mt Connections TYPE TR K∆V


α PILOT/CREW

C8 1 5 Cargo 0.5 mt 2x Docking Ports 8 80 β PASSENGERS/CARGO

CREW SKEL 2 FULL 2 PSG 6 TTL 8 1 1 γ FUEL TANKS

The craft, like the Motetuk fighter, is designed to fully house and support its δ DOCKING PORTS

crew and passengers for a long term mission. ε


Defenses: 2x Lasers ζ
Heat 16 2

Ships 335
Serana MINER First built 2040

BOD ARM CPU Mass 300 mt Connections TYPE TR K∆V


α MINING TOOLS

D2 2 5 Cargo 100 mt 3x Docking Ports 8 20 β PILOT/CREW

CREW SKEL 2 FULL 5 PSG 0 TTL 5 1 1 γ PASSENGERS/CARGO

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

BOD ARM CPU Mass 1500 mt Connections TYPE TR K∆V


α PILOT/CREW

D4 1 5 Cargo 800 mt 1 capacity Docking Bay,


1x Docking Ports
8 120 β CARGO

CREW SKEL 5 FULL 8 PSG 0 TTL 8 1 2 γ PASSENGERS/CARGO

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.

Weapons: 1x Thermal Lasers


Defenses: 2x Lasers

Komoraytha TUG Built 1990–2105

BOD ARM CPU Mass 120 mt Connections TYPE TR K∆V


α PILOT/CREW

C9 2 5 Cargo -- mt 1x Berthing Arms 20 1000 β FUEL TANKS

CREW SKEL 4 FULL 4 PSG 0 TTL 4 10 10 γ ENGINES

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

Sorakun STATION First built 2020

BOD ARM CPU Mass 70k mt Connections TYPE TR K∆V


α STRUCTURAL INTEGRITY

E5 4 5 Cargo 5k mt 20 capacity Docking Bay,


10x Docking Ports,
0.25 10 β PASSENGERS/CARGO

CREW SKEL 100 FULL 400 PSG 200 TTL 600


2x Berthing Arms,
4x Airlocks 1 1 γ PRESSURIZATION

This space station design, consisting of a three-dimensional cross with Kanes δ DOCKING BAY

modules sticking off at 45-degree angles, is reused with minor modifications


throughout Bactaran space. It is easily constructed from in situ resources
ε DOCKING PORTS

(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

BOD ARM CPU Mass 2500 mt Connections TYPE TR K∆V


α PILOT/CREW

D5 1 4 Cargo 200 mt 1x Docking Ports 6 120 β FUEL TANKS

CREW SKEL 10 FULL 30 PSG 150 TTL 180 1 1 γ ENGINES

This shuttle is designed for long duration, independent, non-combat missions. δ DOCKING PORT

Defenses: 2x Lasers
ε
ζ
Heat 10 2 1

Ramoneth SHUTTLE SKIFF First built 2050

BOD ARM CPU Mass 500 mt Connections TYPE TR K∆V


α PILOT/CREW

D1 1 4 Cargo 30 mt 1x Docking Ports 6 40 β FUEL TANKS

CREW SKEL 3 FULL 5 PSG 20 TTL 25 1 1 γ ENGINES

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

Kanes CONTAINER First built 2005

BOD ARM CPU Mass 15 mt Connections TYPE TR K∆V


α PASSENGERS

C9 0 5 Cargo 300 mt 1x Docking Ports β CARGO

CREW SKEL 0 FULL 0 PSG 40 TTL 40 γ DOCKING PORT

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

BOD ARM CPU Mass 100 mt Connections TYPE TR K∆V


α
C5 0 5 Cargo mt 1 20 β
CREW SKEL 0 FULL 0 PSG 0 TTL 0 γ
This miniscule craft, consisting of nothing but maneuvering thrusters δ
and an attachment framework on a Junardm, is designed to be connected
to another, more substantial vessel. It can quickly attach and detach from
ε
that vessel, returning through the warp bridge to pick up another ship. ζ
The framework can be attached to the following craft: Serana, Rinimor,
Ramoneth, or Kolura. Additionally, the Nutaranm Datm was created solely Heat 0
to be used by this framework.

Nutaranm Datm PLATFORM

BOD ARM CPU Mass 2000 mt Connections TYPE TR K∆V


α
C15 1 5 Cargo mt 1 5 β
CREW SKEL 0 FULL 0 PSG 0 TTL 0 γ
This portable single-use missile platform is designed solely to be sent through δ
a warp bridge attached to a Junardm Nutar. Once through the bridge, it detach-
es from the Nutar, and can deploy its massive fleet of orbital-range missiles to
ε
fly towards their desired target. This craft’s mass is composed almost entirely of ζ
its payload. When they are all deployed, its body is C4.
Heat 0
Attachés: 1500x Orbital Missile

Ships 339
Voran Ships

Minimal Claw SHUTTLE

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α PILOT/CREW

C5 1 4 Cargo 15 mt 1x Airlocks 6 120 β PASSENGERS/CARGO

CREW SKEL 2 FULL 6 PSG 2 TTL 8 1 4 γ FUEL TANKS

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

Guarded Hand SHUTTLE

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α PILOT/CREW

C7 2 4 Cargo 8 mt 1x Airlocks 4 90 β PASSENGERS/CARGO

CREW SKEL 2 FULL 8 PSG 0 TTL 8 1 2 γ THERMAL LASERS

This heavy Voran shuttle is designed to protect valuable cargo or people δ COILGUNS

during transport. ε FUEL TANKS

Weapons: 3x Thermal Lasers, 2x Coilguns ζ AIRLOCK


Defenses: 1x Lasers, 3x Intercepting Guns
Heat 10 2 3

Yellow Blaze FIGHTER

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α PILOT/CREW

C5 1 4 Cargo mt 1x Docking Ports 8 80 β THERMAL LASERS

CREW SKEL 1 FULL 3 PSG 0 TTL 3 1 1 γ 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

Weapons: 2x Thermal Lasers, 2x Coilguns, 1x Short-range Missiles ζ


Defenses: 2x Lasers, 4x Intercepting Guns
Heat 20 2 2

340 Ships
Blood Propellant BREACHER

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α BREACHING CONNECTOR

C3 2 4 Cargo 2 mt 10 strength Breaching


Connector
8 30 β PILOT/CREW

CREW SKEL 2 FULL 6 PSG 0 TTL 6 1 2 γ PASSENGERS

This breacher is extraordinarily maneuverable, and capable of piercing almost δ BREACHING PORT

any vessel’s hull to get inside. ε


Defenses: 1x Lasers ζ
Heat 18 2

StarQueen LIFE FORM

BOD ARM CPU Mass * mt Connections TYPE TR K∆V


α QUEEN’S BOD

C1-C5 5 INT Cargo 10 mt 1x Docking Ports 4 60 β PASSENGERS/CARGO

CREW SKEL 0 FULL 5 PSG 5 TTL 10 1 1 γ DOCKING PORT

A Voran Queen may behave as a vessel if attached to a thrust package. δ


These stats represent the package along with the package. ε
Weapons: 2x Coilguns ζ
Defenses: 6x Dissipation Cloud, 1x Shields
Heat 4 1 1

Hub CARRIER First built 2060

BOD ARM CPU Mass 2500 mt Connections TYPE TR K∆V


α ATTACHÉS

D8 3 4 Cargo 20 mt 30 capacity Docking


Bay, 1x Berthing Arms
4 300 β COILGUNS

CREW SKEL 30 FULL 200 PSG 10 TTL 210 1 2 γ JUNARDM

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

BOD ARM CPU Mass 1000 mt Connections TYPE TR K∆V


α PILOT/CREW

D3 2 4 Cargo 20 mt 4x Airlocks 4 180 β COILGUNS

CREW SKEL 30 FULL 80 PSG 5 TTL 85 1 1 γ MISSILES

The basic Voran frigate is one of the most capable multipurpose vessels in the δ PLASMA GUNS

galaxy. It really handles nearly any situation—combat, landing, bridge travel—


and is the backbone of the Voran fleets.
ε JUNARDM

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

Humble Wonder CRUISER First built 2060

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α PILOT/CREW

D7 3 4 Cargo 30 mt 6 capacity Docking Bay 6 220 β COILGUNS

CREW SKEL 30 FULL 180 PSG 10 TTL 190 1 1 γ MISSILES

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

Amber Proportion BATTLESHIP

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α PILOT/CREW

E5 3 4 Cargo 120 mt 4x Airlocks 4 300 β COILGUNS

CREW SKEL 30 FULL 400 PSG 40 TTL 440 1 2 γ MISSILES

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

Weapons: 2x Thermal Lasers, 4x Coilguns, 2x Short-range Missiles, 1x Plasma Guns, ζ AIRLOCKS


1x Antiparticle Beams
Defenses: 4x Lasers, 4x Intercepting Guns, 4x Shields Heat 25 1 2

342 Ships
Solitary Blessing PLATFORM

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α CREW

E10 4 4 Cargo 600 mt 200 capacity Docking Bay,


10x Berthing Arms,
2 50 β COILGUNS

CREW SKEL 100 FULL 350 PSG 200 TTL 550


12x Airlocks
0.5 ∞ γ MISSILES

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

Prescient Ring CONSULAR SHIP First built


2050

BOD ARM CPU Mass 1500 mt Connections TYPE TR K∆V


α PILOT/CREW

D5 4 4 Cargo 20 mt 4 capacity Docking Bay,


1x Berthing Arms,
3 120 β COILGUNS

CREW SKEL 30 FULL 80 PSG 20 TTL 100


2x Airlocks
1 1 γ MISSILES

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

Tahmnium SHUTTLE First built 2095

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α PILOT/CREW

C5 5 2 Cargo mt 1x Docking Ports, 1x


Airlocks
1 ∞ β DOCKING PORT

CREW SKEL 8 FULL 10 PSG 0 TTL 10 4 2 γ AIRLOCK

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

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α DOCKING PORT

C2 3 2 Cargo mt 1x Docking Ports 4 2 β


CREW SKEL 1 FULL 1 PSG 4 TTL 5 γ
The Guigu escape pod is the only Guigu vessel without a proshu core. Its chemi- δ
cal thrusters, having the job of pushing a heavy iron frame, are not capable of
much more than deorbiting the capsule. Though it has parachutes, the weight
ε
of the capsule means that it still hits the surface of the planet with some force, ζ
dealing GRV points of impact damage to all occupants. It is designed as an
emergency measure only. Before being ejected from the ship, the Kukuinu’s Heat 5 1
engines serve as the vessel’s combustion engines (though the proshu core on
the main ship means these engines aren’t used much).

Defenses: 2x Magnetics

Tahmokunium MINER First built 2099

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α MINING TOOLS

D1 3 2 Cargo mt 1x Docking Ports, 2x


Airlocks
2 ∞ β AIRLOCK

CREW SKEL 8 FULL 20 PSG 2 TTL 22 3 2 γ DOCKING PORT

Designed to monetize their space program, the Tahmokunium mining δ


vessel uses many of the same principals as the Tahmnium, but on a larger
scale. Besides space for additional crew for mining and storage of mined
ε
materials, the biggest design change is the addition of swappable mining ζ
gear near the base, where the landing legs are located. While this vessel
is capable of landing, it is explicitly designed to land only on Sawu, and its Heat 5 1
landing system will be destroyed if landing on any body larger than GRV 2.

Defenses: 2x Magnetics
Attachés: 4x Kukuinu

Ships 345
Dushuinium FRIGATE First built 2107

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α PILOT/CREW

D4 4 2 Cargo mt 1x Docking Ports,


3x Airlocks
1 ∞ β COILGUNS

CREW SKEL 12 FULL 60 PSG 12 TTL 72 2 10 γ AIRLOCK

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

Ehikainu TRANSPORT First built 2110

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α PILOT/CREW

C6 3 2 Cargo mt 1x Docking Ports, 1 ∞ β AIRLOCK


1x Airlocks
CREW SKEL 4 FULL 6 PSG 14 TTL 20 2 10 γ DOCKING PORT

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

Gumaki STATION First built 2115

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α PASSENGERS

D10 3 2 Cargo mt 10x Docking Ports,


4x Airlocks
1 ∞ β COILGUNS

CREW SKEL 40 FULL 120 PSG 80 TTL 200 γ DOCKING PORTS

In service of the growing space economy, the Gumaki stations are built as δ AIRLOCKS

defensible trading hubs, a safe harbor in an orbital neighborhood that has


frequent visits from hostile Symtraya.
ε
ζ
Weapons: 4x Coilguns
Defenses: 1x Magnetics Heat 4 1

346 Ships
Unification Ships

Blue Wind SHUTTLE First built 2110

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α PILOT/CREW

C5 1 7 Cargo mt 1x Docking Ports 10 40 β COILGUN

CREW SKEL 1 FULL 2 PSG 6 TTL 8 1 3 γ DOCKING PORT

The basic transport shuttle of the Unification Charter—ideal for use by δ


small teams. ε
Weapons: 1x Coilguns ζ
Defenses: 2x Chaff, 2x Lasers
Heat 10 2 1

Red Fire FIGHTER First built 2110

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α THERMAL LASERS

C6 3 7 Cargo mt 1x Docking Ports 12 60 β COILGUNS

CREW SKEL 1 FULL 2 PSG 0 TTL 2 1 3 γ MISSILE LAUNCHERS

The UC’s most common fighter craft. δ DOCKING PORT

Weapons: 2x Thermal Lasers, 2x Coilguns, 2x Plasma Guns


ε
ζ
Heat 12 1

Night Blade STEALTH FIGHTER First built 2112

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α BREACHING PORT

C2 2 7 Cargo mt 1x Docking Ports, 1x


Airlocks, 4 strength
2 60 β MISSILE LAUNCHERS

CREW SKEL 1 FULL 1 PSG 1 TTL 2


Breaching Connector
1 3 γ COILGUN

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

bombarding the target with other weapons fire.) ζ


Weapons: 1x Coilguns, 2x Short-range Missiles: Heat 10 0 2

Ships 347
Beneath Skin BREACHER First built 2113

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α BREACHING PORT

C8 3 7 Cargo mt 1x Docking Ports,


8 strength Breaching
10 50 β COILGUNS

CREW SKEL 1 FULL 2 PSG 30 TTL 32


Connector
1 3 γ CORROSIVE PULSE

When one breaching agent is insufficient, send many. This craft can deliver δ DOCKING PORT

dozens of operatives into an enemy vessel. ε PASSENGERS

Weapons: 2x Coilguns, 1x Corrosive Pulse ζ


Defenses: 4x Chaff, 2x Lasers, 2x Intercepting Guns
Heat 16 1

Gray Rock FRIGATE First built 2110

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α COILGUNS

D6 3 7 Cargo mt 2x Airlocks 6 180 β SHORT-RANGE MISSILES

CREW SKEL 18 FULL 65 PSG 10 TTL 75 1 3 γ DOCKING BAY

The main defensive capital ship for the first few years of the Charter, the Gray δ ANTIMATTER

Rock was designed to be attached to a larger carrier­—the Great Ocean, which


was delayed until 4 years later.
ε PILOT/CREW

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

Deep Pain WEAPON First built 2116

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α ANTIMATTER CANNON

C5 2 7 Cargo mt 2x Airlocks 10 60 β THERMAL LASERS

CREW SKEL 14 FULL 40 PSG 0 TTL 40 1 3 γ COILGUN

Essentially a giant antimatter cannon with a ship built around it as δ AIRLOCKS

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

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α THERMAL LASERS

E5 4 7 Cargo mt 3 capacity Docking Bay,


2x Berthing Arms,
4 180 β COILGUNS

CREW SKEL 120 FULL 500 PSG 50 TTL 550


8x Airlocks
1 3 γ ANTIMATTER CANNONS

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

Running River BATTLECRUISER First built 2111

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α MISSILE LAUNCHERS

D10 3 7 Cargo mt 3 capacity Docking Bay,


1x Berthing Arms,
4 250 β JUNARDM

CREW SKEL 80 FULL 200 PSG 30 TTL 230


4x Airlocks
1 3 γ ANTIMATTER CANNONS

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

Clear Eyes SCOUT First built 2113

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α SENSORS

C7 1 7 Cargo mt 1x Airlocks 4 40 β PILOT/CREW

CREW SKEL 1 FULL 4 PSG 0 TTL 4 0.5 ∞ γ FUEL TANKS

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

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α COILGUNS

D10 2 7 Cargo mt 25 capacity Docking Bay,


1x Berthing Arms,
4 180 β JUNARDM

CREW SKEL 40 FULL 350 PSG 40 TTL 390


2x Airlocks
1 2 γ DOCKING BAY

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.)

Weapons: 2x Thermal Lasers, 2x Coilguns, 2x Plasma Guns


Defenses: 5x Intercepting Guns
Attachés: 2x Gray Rock frigates, 3x Blue Wind shuttles, 15x Red Fire fighters,
2x Clear Eyes scouts, 2x Deep Pain weapon, 1x Night Blade stealth fighter

Great Burden PASSENGER TRANSPORT First built


2110

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α PILOT/CREW

D4 0 7 Cargo mt 1x Docking Ports 6 100 β ATMOSPHERIC WINGS

CREW SKEL 10 FULL 20 PSG 180 TTL 200 1 3 γ PASSENGERS

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

Defenses: 2x Lasers Heat 4 1 2

350 Ships
Parella
Station Section STATION First built 2110

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α POPULATION

E12 0 7 Cargo mt 100 capacity Docking Bay,


10x Docking Ports,
0.25 10 β DOCKING BAYS

CREW SKEL 100 FULL 10k PSG 40k TTL 50k


6x Berthing Arms
γ DOCKING PORTS

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

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α PILOT

C1 2 Cargo mt 6 β PASSENGERS

CREW SKEL 1 FULL 1 PSG 3 TTL 4 γ CARGO

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.

Hauler VAN Built 2025–2048

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α CARGO

C3 4 Cargo mt 3 β PASSENGERS

CREW SKEL 1 FULL 1 PSG 6 TTL 7 γ PILOT

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

Thunderhawk JET FIGHTER First built 2045

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α
C5 3 Cargo mt 10 β
CREW SKEL 2 FULL 2 PSG 0 TTL 2 γ
This fighter jet of impressive abilties was designed in an era where rival nations δ
were using spacecraft to attack each other directly. Its design fulfilled one niche
purpose; manned interception of incoming spacecraft. While fulfilling this, the
ε
design ended up being one of the most capable general purpose fighter craft, ζ
and it quickly became a standard aircraft around the world.

Weapons: 1x Coilguns, 1x Short-range Missiles


Defenses: 2x Chaff

352 Ships
Bulwark CAR First built 2080

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α
C2 5 Cargo mt 2 β
CREW SKEL 1 FULL 1 PSG 2 TTL 3 γ
This car, built specifically to be stable in the extreme winds of Redland, has a δ
distinctive wedge shape and heavy armor primarily meant for this purpose. The
armor makes it a favorite among the organized crime families of Redland when
ε
they fight against each other. ζ

Hunchback TRAINCAR Built 2090–2095

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α
C5 5 Cargo mt 1 β
CREW SKEL 1 FULL 1 PSG 60 TTL 61 γ
This heavy railcar becomes a staple of the Redland landscape over the course δ
of the 22nd century. Due to the way the planet’s settlements are arranged,
the railway becomes the best way to travel from settlement to settlement,
ε
especially given the difficulty the winds cause for air travel. ζ

Sammy COMBAT VEHICLE First built 2040

BOD ARM CPU Mass mt Connections TYPE TR K∆V


α
C7 5 Cargo mt 2 β
CREW SKEL 1 FULL 3 PSG 0 TTL 3 γ
This ground vehicle is designed to shoot down enemy aircraft, and the few δ
Earth-based governments that put up a fight against the Bactaran invaders
primarily used this vehicle.
ε
ζ
Weapons: 2x Coilguns, 2x Short-range Missiles
Defenses: 1x Lasers, 1x Intercepting Guns

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

Phoenix EGF N/A Frigate 1000 18 +1 D3 2 C 40 6 M 1 1 2068 2080 316

Hammer ESF N/A Cruiser 3000 82 D6 2 F 250 3 M 1 1 2075 2101 316

FX-01 EGF N/A Fighter 25 2 C6 2 C 10 10 M 1 1 2078 318

Pegasus EGF N/A Frigate 1200 20 D4 3 F 100 4 M 1 1 2080 2110 319

FX-02 ESF N/A Fighter Shuttle 45 2 C7 2 C 15 8 M 1 1 2082 320

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

BX-01 ESF N/A Breacher 20 28 +1 C5 2 C 10 8 M 1 1 2093 322

Austin EGF N/A Battleship 20k 1070 E3 2 F 100 4 M 1 1 2094 322

FX-03 ESF N/A Fighter 15 1 C2 1 C 10 12 M 1 1 2096 323

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

Baltimore GSP 1m Tug 100 2 C8 3 C 900 20 M 100 10 2065 2150 324

TX-01 GSP 500k Transport 28 6 C6 1 C 20 5 M 1 1 2075 324

Stealth Pod ESF 250k Capsule 2 1 C2 0 I 3 0.25 M 1 1 2075 2125 325

Turtle EGF 5m Tanker 2000 4 D6 4 F 1500 1 2080 325

TX-02 GSP 800k Shuttle 30 4 C6 1 C 15 6 M 1 1 2083 325

Envoy ESF 20m Consular Ship 1800 80 D5 5 F 150 3 2085 2115 326

CIVILIAN

Dragon SpX 50k Capsule 25 7 C5 1 C 2 6 M 1 1 2020 2050 326

Starbase GSP 50m Station 80k 620 D18 1 I 10 0.25 2065 326

Stallion GSP 300k Transport 15 5 C4 0 C 8 10 M 1 1 2081 327

Boost Pod GSP 100k Transport 5 1 C1 0 C 6 6 M 1 1 2083 327

Escape Pod SpX 25k Capsule 5 2 C1 0 C 2 6 M 1 1 2083 327

Hephaestus GSP 25m Miner 10k 300 D10 2 F 80 4 M 2 1 2090 328

Hauler GSP 1m Cargo Ship 1000 10 D3 2 F 200 4 M 1 1 2080 328

Lampyridae GSP 500k Cargo Ship 400 9 +1 C10 1 F 100 8 M 1 1 2090 328

Amuro GSP 2m Cargo Ship 1200 14 D3 1 F 120 8 M 1 1 2102 329

Corvette EGF 400k Shuttle 110 7 +1 C8 1 C 20 6 M 1 1 2095 329

Raptor SpX 1m Public Shuttle 2100 101 C16 0 C 10 8 2030 2070 329

Starbus GSP 800k Public Shuttle 600 32 C12 0 F 40 6 M 1 1 2097 330

Majestic BO 20m Starliner 8000 350 D9 1 F 2m 2 M 1 1 2098 2150 330

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

Crab SpX 25m Charter 400 68 D2 0 F 1m 2 M 1 1 2095 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

Datura KMS N/A Carrier 10k 12 D10 2 F 60 8 M 1 1 2025 333

Duradasan KMS N/A Frigate 3000 75 D6 2 F 80 8 2030 333

Kodurayduk BRSC N/A Defender 300k 1350 +1 E9 4 F 50 2 C 5 8 2040 334

Kolura BRSC N/A Frigate 1500 65 D4 2 F 120 4 M 2 1 2055 2200 334

Konacho BRSC N/A Breacher 35 23 C6 2 C 10 8 M 2 1 2060 2130 334

Palutuk BRSC N/A Fighter 100 6 C8 3 F 50 5 M 1 1 2080 2150 335

Nutaranm Datm BSC N/A Platform 2000 0 C15 1 M 5 1 339

CIVILIAN

Serana BSC 2m Miner 300 5 D2 2 C 20 8 M 1 1 2040 336

Tuponan BSC 300k Skiff 20 14 +1 C7 0 F 40 6 M 2 1 2015 335

Daronor BSC 250k Transport 20 8 +1 C8 1 F 80 8 M 1 1 2020 2095 335

Rinimor BSC 350k Cargo Ship 1500 8 +1 D4 1 F 120 8 M 2 1 2045 2085 337

Komoraytha BSC 120k Tug 120 4 C9 2 C 1000 20 M 10 10 1990 2105 337

Sorakun BSC 500k Station 70k 600 E5 4 I 10 0.25 M 1 1 2020 337

Gorutm KMS 600k Shuttle 2500 180 D5 1 F 120 6 M 1 1 2040 338

Ramoneth KMS 300k Shuttle Skiff 500 25 D1 1 F 40 6 M 1 1 2050 338

Kanes BSC 10k Container 15 40 C9 0 2005 338

Junardm Nutar BSC N/A Component 100 0 +1 C5 0 M 20 1 M 2090 339

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

Yellow Blaze VS N/A Fighter 3 C5 1 F 80 8 M 1 1 340

Blood Propellant VS N/A Breacher 6 C3 2 F 30 8 M 2 1 341

Starqueen N/A N/A Life Form * 10 C1-C5 5 F 60 4 M 1 1 341

Hub VS N/A Carrier 2500 210 D8 3 F 300 4 M 2 1 2060 341

Life Wind VS N/A Frigate 1000 85 D3 2 F 180 4 M 1 1 2050 342

Humble Wonder VS N/A Cruiser 190 D7 3 F 220 6 M 1 1 2060 342

Amber Proportion VS N/A Battleship 440 E5 3 F 300 4 M 2 1 342

Solitary Blessing VS N/A Platform 550 E10 4 F 50 2 + ∞ 0.5 343

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

Tahmnium GU 350k Shuttle 10 +2 C5 5 + ∞ 1 C 2 4 2095 344


Kukuinu GU 70k Escape Pod 5 +1 C2 3 C 2 4 2095 345

Tahmokunium GU 880k Miner 22 +1 D1 3 + ∞ 2 C 2 3 2099 345

Dushuinium GU N/A Frigate 72 +1 D4 4 + ∞ 1 C 10 2 2107 346

Ehikainu GU 250k Transport 20 +1 C6 3 + ∞ 1 M 10 2 2110 346

Gumaki GU 2.5m Station 200 +1 D10 3 + ∞ 1 2115 346

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

Night Blade UC N/A Stealth Fighter 2 +1 C2 2 F 60 2 M 3 1 2112 347

Beneath Skin UC N/A Breacher 32 +1 C8 3 F 50 10 M 3 1 2113 348

Gray Rock UC N/A Frigate 75 +1 D6 3 F 180 6 M 3 1 2110 348

Deep Pain UC N/A Weapon 40 +1 C5 2 F 60 10 M 3 1 2116 348

Dark Mountain UC N/A Battleship 550 +1 E5 4 F 180 4 M 3 1 2113 349

Running River UC N/A Battlecruiser 230 +1 D10 3 F 250 4 M 3 1 2111 349

Great Ocean UC N/A Carrier 390 +1 D10 2 F 180 4 M 2 1 2114 350

Clear Eyes UC N/A Scout 4 +1 C7 1 F 40 4 + ∞ 0.5 2113 349


Passenger
Great Burden UC N/A 200 +1 D4 0 F 100 6 M 3 1 2110 350
Transport
Parella Station
UC N/A Station 50k E12 0 F 10 0.25 2110 351
Section

Ground and Air Vehicles


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

Firewater Ford 25k Car 4 +1 C1 2 W 6 2027 2040 352


Hauler Ford 42k Van 7 C3 4 W 3 2025 2048 352

Thunderhawk LM 500k Jet fighter 2 C5 3 A 10 2045 352

Bulwark RT 34k Car 3 C2 5 W 2 2080 353

Hunchback RT 20k Traincar 61 C5 5 W 1 2090 2095 353

Sammy LM 260k Combat Vehicle 3 +1 C7 5 W 2 2040 353

356 Ships
Automated Craft
Name Cost Mass Size BOD Armor Core Cargo Weapons kDV TR Atmo Type Min TLs

MILITARY

Cubesat 10 2kg 10cm A3 2 EN 1kg None 0 0.5 No Detector CPU 5


Smart Chaff 1 2g 2cm A1 1 EN 0 None 0 0 No Detector CPU 6

Beholder 50 10kg 20cm A4 0 EN 0 None 1 2 No Detector CPU 5

Microtug 200 200kg 1m B4 1 NC 0 None 2 5 No Tug CPU 5


Drop Pod 300 300kg 1.5m B10 4 NC 200kg None 0.5 2 Yes Cargo PRP 4
Laserpod 2000 1mt 2m C1 4 NC 0 Thermal Laser 1 1 No Weapon WEP 6, CPU 5

Mini Laserpod 1000 200kg 1m B7 3 NC 0 Thermal Laser 2 1 No Weapon WEP 6, CPU 6

Orbital Missile 2000 1mt 2m C1 4 NC 100kg Explosive 6 8 No Weapon WEP 4, CPU 4

Injection Missile 5000 1mt 2m C1 3 NC 50kg Chemical 6 8 No Weapon CPU 5

Starbarge 10000 500mt 20m D2 2 NC 9500mt 0 0 No Cargo

Nanoquad 400 20g 3cm A1 0 EN 0 None Only Scout CPU 6

Quadrotor 300 500g 50cm B1 0 NC 100g ⇯Handgun(A) Only Scout CPU 5

Microcrawler 200 40g 4cm A2 0 EN 0 None Yes Scout CPU 6

Gecko 200 600g 50cm B2 1 NC 250g ⇯Handgun(A) Yes Scout CPU 5

Boomra 1500 20kg 1m B4 3 NC 0 Standard Rifle Yes Combat CPU 4


Standard Rifle, CPU 4,
Predator 200000 1000kg 8m C1 3 NC 0 Short-range Only Combat
Missiles WEP 5

Automated Craft Descriptions


Cubesat: A small satellite, usually with a scientific Anytime Smart Chaff is among the defense capabilities
instrument payload. It is not capable of doing much more of a craft, the number listed is the number of times that
than facing the right direction and transmitting data. the craft can emulate its own size. A craft of size C5 that
has 2 in its Chaff box, for example, has 20,000 chaff. The
Smart Chaff: Capable of even less than a cubesat, a Smart
exact count of chaff is generally less relevant than what it
Chaff simply sends back a “ping” signal. They are commonly
can emulate.
deployed by hundreds of thousands to send out noise and
confuse any enemy sensors. They will also stop pinging When attempting to discern the difference between Smart
if they are damaged, which can be useful in detecting Chaff and the real McCoy, a Telemetry test is called for. The
tough-to-detect objects over a small area. They have no threshold for this test is (CHAFF CPU TL - SENSOR CPU TL + 2).
maneuvering or guidance whatsoever, and are generally If the test is failed, the chaff appears the same as the object
not recoverable or reusable once deployed. being emulated. If the threshold of this calculation is 0 or
less, no test is needed—the difference is obvious. Similarly,
One Smart Chaff is capable of emulating something with a
since chaff cannot move, any thrust by the real ship will
body rating 5 levels higher (A1 becomes A6), and more can
make the difference obvious.
join together to emulate larger objects. This does take an
exponential number of Chaff. For every power of 10 in count, Beholder: This little remote, self-moving camera is
the Chaff can emulate 5 more levels. 10 Chaff can emulate designed for reconnaisance inside and outside spacecraft
A10, 100 can emulate B5, 1000 can emulate B10, and so on, and space stations. It has low-res peripheral cameras
up to 1 billion chaff emulating an object of size E10. capturing 360 degrees around it as well as a higher-resolu-
tion camera facing forward.

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

I want to issue some special thanks Crowdfunding Appreciation

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

Credits Philip W Rogers Jr


Josziah Zacchayus Barraza
Author: Ray Nothnagel
Bennie Leonard
Editing: Erin McAuley, Kali Norris
Charlie Pugsley
Logo Design: Matt Denzer
Damon Van Demark
Environment art: Erin McAuley, Federico Guillén,
Martina Stipan Patricia Vaulter

Planet images: Erin McAuley


Alien species designs: James Beckley
Culture & character portraits: Federico Guillén,
Octavianus Gozali, Christopher Dennis, Klaudia Jankowska
Spacecraft, Weapons: Haybie Yau, Ed Mattinian
Layout Design: Amanda Morante Wolin
Graphic Design: Amanda Morante Wolin, Philip Gessert,
Patrick Tsao, Kelsey Koch
Photography: Jeff Terzi
Other Illustrations: Patrick Tsao

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:

MOTIVATIONS: CAMPAIGN: BIO


CHUTZPAH B. CLASS SPECIES:

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

MFR MED CPU WEP PWR PRP PHY

FAMILY
INCOME PRICE
NOTES

WORLD
SKILLS
PRIMARY SKILL
QUALITIES NOTES XP

SECONDARY SKILLS MINOR SKILLS


COMBAT INFO
MAIN WEAPON:

DESIGN: DV: BRACING: RECOIL:

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:

NAME: SKILLS: QUALITIES:

BOND:

FAVOR:

SUBCULTURES
SUBCULTURES REP REACH QUALITIES USES

HOME: RANGED WEAPONS


LOCATION: NAME RECOIL BRACING DESIGN DV CLIP

RENT:

QUALITIES:

GEAR MELEE WEAPONS


GEAR QUANTITY NAME REACH DESIGN DV NOTES

MONEY PROGRESS BANKS


AMOUNT CUR TYPE CUR TTL

UPGRADE
TYPE RTG DSRP NOTES

366 Acknowledgements
Version 0.39 0723.18

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