Académique Documents
Professionnel Documents
Culture Documents
This is a work of fiction. Names, characters, places, and incidents either are the product of the
author’s imagination or are used fictitiously. Any resemblance to actual persons, living or dead,
events, or locales is entirely coincidental.
2 Afterverse
Table of Contents 3
4 Afterverse
Monik............................................................251
VERSA...........................................................251
Satuk.............................................................251
5
6 System
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
8 Welcome to Afterverse
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
Space Travel
In Afterverse, as in the real universe, interplanetary space
travel has as much to do with velocity as location. It involves
manipulating orbits and gravity to cover vast distances, and
a good pilot knows how to do both efficiently.
Space travel, early in the history, is time-consuming and
impractical for many reasons. At first, interplanetary
travel is restricted to the cutting edge of military and
government tech, followed by the entire military, as well
as early commercial endeavors. As technology marches
on, it gradually becomes accessible (and even casual and
convenient) to the public at large.
10 Welcome to Afterverse
Gameplay 11
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
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
14 Gameplay
Character Creation 15
1 Chutzpah:
MODS BASE
RAC
E RAC
E Your character’s luck stat, used to affect dice rolls and
MO
BA
SE DS game elements.
S BA
OD S
M 2 B. Class:
E
Body Class, A through E. B is roughly human-sized,
RA
CE
CE
RA
MO
SE
Base:
BA
DS
GRV TMP 3
AG
T
I
3
BASE
from 1 to 6.
Race:
REA
PER
6
RACE
RACE
7 4
The modifier from your character’s species.
BASE
MODS
5 5 Mods:
A
CH
BAS
D
MO
BEA
E
MAN 6 (Main):
E
CE
M
E
8 Motivations: 14 Languages:
Your character’s cultural and personal Motivations, which earn The languages your character knows. (In most multilingual
XP for your character. Younger characters have more points for environments, automatic translator devices are available.)
Motivations.
Dialect: Usually specific to the location where your character was raised.
9 Interests: Language: The languages your character knows.
Things your character knows about. Older characters get more Interests Family: The language families your character knows. It’s easier to learn
other languages in the same family.
10 Culture:
World: The world from which the languages your character knows
The tech levels and attributes of your character’s culture.
originated. It is very difficult to learn languages from different worlds.
11 Skills:
Skills selected from the 14 skills in the list. Each has a skill level
15 Qualities:
Positive or negative traits which affect your character in various
(left of its name) and may have any number of specializations
situations. (Includes genetic modifications)
(listed below and to the right of the skill).
(There is no gameplay difference between primary, secondary, 16 Combat Info:
and minor skills) Quick reference for your character’s primary weapon.
Design: Adds to your dice pool when using this weapon.
12 Bio:
Your character’s basic biographical information. DV: Damage Value of the weapon.
Bracing: Can reduce recoil if the weapon is braced.
13 XP:
Recoil: How much recoil is generated per shot. (Recoil accumulates and
Different kinds of experience points, which are spent directly to improve
causes penalties once it exceeds your character’s BOD)
your character (there are no levels).
Officer: XP earned from the Promotion motivation, which can be used 17 Core:
to improve your rank in a military or other organization. Your character’s communications core statistics.
Bank: The amount of XP you have to spend.
Natural: The XP used at character creation, which is based on age.
Earned: The amount of XP earned during gameplay.
Total: Natural + Earned XP.
16 Character Creation
HOMEWORLD:
MODS BASE
RAC
E RAC
E
MO
BORN: AGE: PRESENT:
SE DS
BA
S BA
OD S
M
E
OFFICER BANK XP 13
RA
CE
CE
RA
BOD
WIL TOTAL NAT EARNED
MO
SE
9 INTERESTS:
BA
DS
GRV TMP
AG
T
IN
MODS
BASE
LANGUAGES 14
REA
PER
R AC E
RACE
DIALECT
BASE
MODS
A
CH
RAD ATM
DS
BAS
MO
BEA
E
MAN
LANGUAGE
E
RA
C
RA
CE
M
E
S OD
BA S
DS BA
CULTURE:
MO SE
10 E
RAC
BASE MODS
E
RAC
FAMILY
INCOME PRICE
NOTES
WORLD
11 SKILLS
PRIMARY SKILL
QUALITIES NOTES XP
15
ARMOR:
VALUE: ENVIRONMENTAL:
17
CORE:
CPU NET STO SEC LKD
UI:
MODS:
Character Creation 17
18 Character Creation
Character Creation 19
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
Character Creation 21
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
Character Creation 23
24 Character Creation
Motivations 25
Motivations List
Achievement (base cost: 3)
Achievement describes the act of accomplishing whatever
you have set out to accomplish. This Motivation will earn
XP frequently and is recommended for players that may not
have a clear idea of their character’s quirks.
26 Motivations
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
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
Skills 29
30 Skills
Art 4
Sculpture: (upgrades from 3D Modeling) Creating physical
3-D representations of objects.
Architecture: (upgrades from 3D Modeling) Designing
buildings, or understanding the design decisions of
buildings that already exist.
Scripting: (upgrades from Prose) Writing scenes that are
meant to be performed by actors or speakers.
Prosthetic Makeup: (upgrades from Makeup/Costuming)
Creating makeup and augmentations that significantly
Photography modify the shape of their subject.
Athletics
Art 2
Physical prowess is partially innate, but practice
Graphic Design: (upgrades from Illustration) Creating makes perfect.
images designed to communicate particular information.
Painting: (upgrades from Illustration) Realistically filling Athletics 1
and coloring illustrations. Running: Putting one foot in front of the other as fast
Videography: (upgrades from Photography; requires CPU TL as possible.
3) Recording moving images from the real world. Climbing: Ascending vertically, including on surfaces not
Prose: Writing anything that is not poetry. necessarily designed for it.
Audio: (requires CPU TL 2) Creating, cleaning up, mastering, Jumping: Leaving the ground and returning with ever-im-
or editing sound recordings. proving distance and accuracy.
Flying: Taking to the sky under one’s own power; this does
Art 3 not apply to using any kind of vehicle to fly, but it does
3D Modeling: (requires CPU TL 4) Creating a three apply to cybernetic wings. Only characters with the ability
dimensional representation of a real or conceptual object, to fly may take this Specialization.
generally on a computer. (note: Sculpture/Architecture Breathing Techniques: Controlling one’s own breath to
bypasses the TL requirements for this Specialization, but if help survive outside the character’s normal ATM range. This
you don’t have the CPU TL, Sculpture/Architecture cannot Specialization may be rolled along with BOD when resisting
be used as 3D Modeling.) ATM environmental damage; see page 105 for details.
Appraisal: Determining the monetary value of an
artistic work.
Skills 31
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
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
Humanities 2
Philosophy: (upgrades from Literature) Studies of thought
and meaning when interacting or negotiating between
different cultures, this Specialization may be rolled to
reduce inter-culture misunderstandings, adding its hits to
any particular dice pool involved.
Spacecraft Mechanic
Humanities Humanities 3
The study of sentient behavior en masse, culture, and history. Law: Understanding the nuances of the legal system of a
particular culture. Can be rolled to lawyer your way out of
Humanities 1 sticky situations.
Literature: Understanding writings, including prose and
poetry, as well as the patterns and tropes involved therein. Influence
The art of getting what you want from others by manipulat-
ing emotions and exploiting desires, and improving your
own standing with groups of people by fitting in well.
34 Skills
Influence 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
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
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
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
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
Pilot 5
Precision Spacecraft: (upgrades from Docking; requires
PRP TL 4) Executing intricate spacecraft maneuvers,
primarily including landing in gravity without an
atmosphere.
Submarine: (upgrades from Motorboat; requires PRP TL 3)
Controlling underwater craft. Sniper
Anthroform Walkers: (requires PRP TL 5) Controlling Sniper: (upgrades from Longarms) Firing long range
ground vehicles which walk on articulated legs as opposed firearms involving careful aiming and precision shots.
to wheels.
Heavy Weapons: (upgrades from Longarms) Firing
weapons a size class above that of the wielder.
Pilot 6
Combat Maneuvers: (upgrades from Precision Spacecraft; Explosive Projectiles: Firing explosive weapons such as
requires PRP TL 4) Maneuvers for combat in space. rocket launchers or grenade launchers.
Archery: Firing projectile weapons which are heavy but
Ranged Combat relatively slow-moving, often propelled by tension strings.
Any form of combat or attack that involves projectiles to Gunnery: Firing weapons that are controlled remotely,
inflict damage at range. including spacecraft weapons.
(Exotic Weapon): Firing a ranged weapon that does not fit Dual Wielding Pistols: (upgrades from Pistols) Firing
into any of the other Specializations. The weapon type is pistols, one in each hand.
chosen when the Specialization is learned.
Pistols: Firing single shot or semiautomatic one
handed firearms.
40 Skills
Science 2
Biology: (upgrades from Chemistry; requires PHY TL 3) The
study of life and its processes; can be applied to nearly
anything living that is not covered by the Medicine Skill.
Weapon Design: Designing original or
improvised weaponry.
Linguistics: Understanding general concepts in language;
allows easier learning of languages themselves. This
Specialization is rarely, if ever, rolled normally; see page 113
for more details on its usage.
Planetary Science: Understanding the formation, makeup,
and processes of planets.
Statistics: (upgrades from Mathematics) Understanding
methods of collecting and analyzing data in large
quantities, and inferring accurate conclusions from
these data.
Physics: (upgrades from Mathematics; requires PHY TL
2) An understanding of the basic laws of the universe,
primarily Newtonian and relativistic motion.
Astronomy: Measuring, charting, and analyzing stars and
other bodies in space.
Aeronautics
Skills 41
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 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
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
Objects in Space 45
46 Objects in Space
Objects in Space 47
48 Objects in Space
Objects in Space 49
50 Objects in Space
Maneuvering Thrusters
Small, fast-response thrusters designed to provide small
bursts of movement, useful for small rotation and transla-
tion. These typically use hydrazine, a single-component
fuel that reacts when passed over a catalyst, giving fine
control over thrust timings, crucial for maneuvering actions.
(It’s worth noting that hydrazine is toxic and dangerous
to handle, so damage to the maneuvering thrusters may
cause health issues among the crew.) Though ineffective for
actual movement due to low efficiency, these thrusters are
generally required for the precision maneuvering involved
in docking. (Magnetic field drives are also appropriate, if
they can be used.)
Objects in Space 51
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
Objects in Space 53
54 Objects in Space
Objects in Space 55
56 Objects in Space
Combat 57
58 Combat
Combat 59
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
Combat 61
62 Combat
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
64 Combat
Combat 65
66 Combat
Combat 67
68 Combat
Combat 69
70 Combat
Take I Stun Take F Physical Take R Physical Take 2 × H Stun Take X Physical
All subsequent Take C Physical Damage Permanently Reduce Initiative Pool
damage Damage damage Damage Damage
Life Damage
For non-slicing
Physical Dismemberment at the end of the shattering; take level in Radiation subsequent Dismemberment damage; reduce
weapons:
Damage combat turn F ÷ 2 Piercing Sickness quality combat round until Initiative Pool to 0
Permanently reduce
Damage as well extinguished
Armor by P ÷ 2
Take P Physical
Take E damage to
Damage. If armor Take A ÷ 2
Take I ÷ 4 targeted system, as
Effect
is passed, all Take C ÷ 2 Physical Physical Damage. Take F ÷ 2 Physical Take X Physical
Machine Damage
Random system Random system damage each subse- Lose parts of the Shutdown & lose all
Double I at the end of the Immediate shutdown
destroyed destroyed quent combat round device IP bank
combat turn
until extinguished
Take F damage to
Take P damage to
Take I damage to targeted system. Take X damage Take E damage to
targeted system;
targeted system; Take C damage to Also, remove F points to targeted targeted system, as
Effect
Pressurization
damage additional damage on impact damage system
system
the targeted system.
Targeted system
recieves R damage
Damage repeats and is irradiated; any All electrical systems
Critical
modifier on any actions that require perceiving: any immediate damage) will then overflow to the Physical
Perception Checks and all physical attacks, for example. Damage Bank.
Having any hits in this bank may also cause a character to
Stun Damage is recovered every time Initiative is rerolled;
have to roll a Perception Check for actions that would not
the character may roll (WIL) dice, and remove that result
normally require one (such as Dodging or interacting with
from their Stun Damage Bank. (If in an encounter with
a device).
multiple size classes, this recovery is multiplied by the same
This Bank recovers naturally at a rate of 1 point per hour. It value as the Initiative result is.) It can also be recovered by
can be reduced by taking a Clear Senses Action. Roll WIL + using the Second Wind Chutzpah Action. If the character
MEDICINE (COMBAT MEDIC); each hit on this test reduces the was unconscious, the character does not regain conscious-
Sensory Overload Bank by 1. The Bank may also be reduced ness until the Stun Damage Bank is completely empty.
by hits on a single INT + MEDICINE (FIRST AID) test (further
If a character’s Stun Damage Bank is not empty, the bank is
tests will have no effect on this Bank).
added to the Glitch Risk of any mental Action they attempt
to perform.
Stun Damage
Stun Damage represents any sort of damage that is easy to
Physical Damage
recover from and does no lasting damage. Impact Damage
Physical Damage is potentially life-threatening. If the
codes against a biological entity deal Stun Damage, for
character’s Physical Damage Bank exceeds the character’s
example. When a character’s Stun Damage Bank reaches
BOD × 2, the character is considered to be “Bleeding Out”
WIL × 2, the character falls unconscious. Any further
(see below; note that the title of this condition does not
Stun Damage received (including the remainder of the
necessarily mean that blood is involved).
Combat 71
72 Combat
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
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 Crews
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
When two objects of the same Size Class are in combat, no Tactics Rolls a INT + TACTICS (ORBITAL COMBAT) test and adds
special considerations need to be made. When two vessels hits to the Team Bank. If there are any hits in the Team
of different Size Classes are in combat, the battle must Bank, they are subtracted from the above dice pool.
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
entity involved. If, in the middle of a combat round, an Herd Vessel (3 IP): Using a MAN + TACTICS (HERDING)
entity comes into play whose Size Class is smaller than test, the Captain attempts to trick another vessel into a
Computer Technician Each ship has a damage table containing all of its vital
….because it looks better on the resumé than “Hacker”. Many systems, arranged from the numbers 2-12. It contains six
systems have embedded computers, and the Technician blank spaces—the α (Alpha), β (Beta), γ (Gamma),
knows how to attack them. Military vessel computers are δ (Delta), ε (Epsilon), and ζ (Zeta) systems—which have
generally locked down, but can still be damaged. different systems for each ship; they are provided in
the description of the ship in question. These spaces
Target Computers (2 IP): The Technician rolls INT +
are generally filled with the primary payload or special
COMPUTER (ELECTRICAL ENGINEERING). He provides
weapons systems of the ship. If any of these slots are
information to the Tactical Officer on how to best damage a
empty in the ship description, that slot is simply blank,
particular system. If the Tactical Officer makes a called shot
and damage to that system automatically passes to the
to that system and succeeds in damaging it, the hits from
secondary system in that slot.
this test are added to the damage value of that attack.
In some cases, these spaces may contain additional copies
Sensor Ghost (2 IP): The Technician exploits the sensors
of systems that already exist elsewhere. For example, a
of the opposing craft. He rolls INT + COMPUTER (SENSOR
passenger liner might have “Passengers/Cargo” as one
OBFUSCATION), and his hits may be used in one of two ways:
of its special systems, indicating that the passengers are
they can be spent as a countermeasure that behaves like
an easier target than on some vessels. In this case, the
Chaff, or he may try to create a particular illusion to fool the
additional copy refers to the same system, and damage
crew of the other vessel, in which case his hits become the
received in one location is shared on both.
threshold for the Telemetry test to see through the ruse. In
either case, this test is subject to a dice pool modifier based
on the difference between the respective (CPU TL + CPU) Systems Damage
Attribute of each Navicomputer.
The Systems Table of a vehicle is the vehicle’s physical
damage banks. Heat Damage can be thought of as
analogous in some ways to Stun Damage to life forms.
The Systems Table contains all the systems of a vessel and
the numbers 2-12. Anytime a vessel takes damage that gets
through its Armor, the Captain rolls 2d6. Add the numbers
on the dice and consult this table to determine which
system is to be hit. Surplus hits on the attack roll may be
used to “move” the result of this dice roll towards a targeted
system, one value per hit (see “Targeting a System,” below).
Repairing Systems
The engineering staff may repair systems with a Repair
System Action (using 2 IP). (Remember, they use the Size
Class of the vessel they are repairing.) The Engineer rolls his
INT + CRAFTING (SPACECRAFT MECHANIC). For every hit he gets
on this test, the damage value of the system being repaired
is reduced by 1. The system is restored to normal operation
when the damage is reduced to zero.
The Engineer can use the Juryrigging Specialization to
make a system function again, but at high risk. When
Juryrigging is used, the system is immediately affected
by a GR in the amount of the current damage value. The
Depressurization Engineer then rolls a repair check as normal, but each hit
The Heat bank maxes out at the vessel’s (BOD × 2). When
Sudden Decompression
full, Heat overflows, and is applied to a randomly chosen
When a vessel is breached and experiences decompression, system as systems damage. This damage bypasses Armor,
its occupants will start having a bad day. The air in the and is applied as Heat Damage is received. Since Heat
vessel will rush at extreme speed through the breach. This Damage is often received in many small doses (especially
wind vortex sweeps up objects and people alike, and will Waste Heat), this will tend to damage many systems with
deal Impact Damage. If a character is attached to a surface small amounts of damage.
with mag boots or strapped to a chair, this damage will
come from either swept up debris striking them or the
effect of the sudden decompression itself. If the character is Waste Heat
standing or floating, they will be swept up and the damage Many systems, when activated, will create Waste Heat on
comes from impacting whatever it is they hit. This Impact one’s own vessels. This Waste Heat is added directly to the
Damage is resisted normally. damage bank.
The base damage value is the amount of Piercing Damage ʝʝ Lasers generate 2 points for each laser battery fired.
that got through the vessel’s damage resistance (which ʝʝ Coilguns generate 1 point for every battery fired.
determined the size of the breach), plus the ATM pressure
at which the ship was kept (usually assumed to be the ʝʝ Plasma guns generate 3 points for each blast.
crew’s minimum ATM tolerance). This base damage is ʝʝ C
hemical engines generate 1 point for every
treated as Size Class B and gets multiplied by the Damage 2 TR points they put out for a turn.
Multiplier from the table below, and for larger vessels, may
be dealt multiple times as the torrent of air continues to ʝʝ F usion ion engines generate 1 point for each
stream past. The first damage is dealt immediately, and any 1 TR points they put out for a turn.
further turns’ worth of damage will be dealt as Initiative is
rerolled. The turn counts are based on a Class B Time Scale
for the combat, so if the combat is being run at a larger
Time Scale, the subsequent damage may happen multiple
times simultaneously.
Countermeasures
Rendezvous Range
Called “Combat Range” in appropriate situations, Some vehicles have defenses against incoming weapons
Rendezvous Range indicates two ships are in the same orbit, fire—anti-missile lasers, interceptor missiles, and so on. If
as well as near to each other and with a comparatively such countermeasures are applicable against a particular
small relative velocity. Crucially, the parent body’s gravity weapon targeted at the vehicle, they may be spent each
will generally affect both ships in Rendezvous Range by the combat turn as if they were IP to add to the defense
same amount, so movement is largely a matter of straight- threshold. The number in parentheses by the countermea-
forward, three-dimensional space, and not manipulating sure is multiplied by the number of points expended to get
orbits. Nearly all weapons and sensors function in the defense threshold. They replenish any time Initiative is
Rendezvous Range. rerolled. Each form of countermeasure has its own rules for
usage (when it can be used, what kind of resources it uses
and when, etc) that should be referred to.
Intercept
Two ships passing in the night. An intercept occurs when
two vessels are within the Rendezvous Range in distance, Chaff (threshold 2)
but have high relative velocities; the proximity is fleeting Chaff can be deployed to confuse sensors. Chaff works
and momentary. All Rendezvous Range sensors and against all weapons that are targeted with sensors.
weapons may be used, but only for an instant (meaning
one Action per character, with no Blitzing), and with a Evasive Maneuvers (threshold TR)
threshold modifier of +2. Intercepts might be intentional A vessel may attempt to move, making it harder to target.
(in order to attack or scan without giving the target a This countermeasure is available to all vessels whose
chance to counterattack, for example), but they often engines are TR 1 or higher and whose Size Class is D
occur when a Pilot test attempting to enter Rendezvous or lower. The defense IP cost of the Evasive Maneuvers
Range is failed. After an Intercept, the two vessels will be in countermeasure of a vessel is always 1; remember, however,
Co-Orbital Range. this must be modified to match the Size Class of the battle.
This maneuver uses (100 × TR) ΔV of fuel each time it is
performed.
Magnetics (Threshold 2)
A powerful magnetic field distorts the path of any metallic
projectiles, particularly coilgun ammunition and missiles,
such that it misses the target.
Items
Item Variants
Many items are available in most if not all Cultures. Just
because the same generic item is available in multiple
Cultures, however, doesn’t necessarily mean they are the
same thing, and in fact may serve different uses. The uses
will be similar enough that these items will be grouped
together. For example, a First Aid Kit for Humans and a
First Aid Kit for Bactarans contain few of the same basic
components, and cannot be used interchangeably on both
species. However, they do serve mostly the same function,
follow the same rules, and cost about the same.
For this reason, many items list Variants. Some of these
Variants are explicitly listed (for example, Climbing Gear
lists “Rappelling” and “Climbing” separately), but, more
often, the Variants available are something like “per Culture”
or “per Species.” In those cases, the purchased item is only
useful in that context. If an item does not have variants
specified, it can be assumed that items of that type are
similar enough across the board that they may be used
interchangeably.
Knowing where someone’s gear came from can be
important in many situations. If a Culture is known, then
its generic items can usually be recognized. Depending on
the item type and situation, either an Interest test, a PER +
SCIENCE (FORENSICS) test may be required to notice and/or
Trading Currencies recognize the distinguishing details.
Tech Levels
Every Culture has a table of Tech Levels (TLs) associated
with it. There are seven categories of technology, and each
has associated with it certain kinds of gear and expertise.
The kinds of items available to a particular Culture are
determined by the TL; the TL of a Culture in the appropriate
category must be equal or greater than the TL of the item.
Tech Levels range from 0 (no technology whatsoever)
to 12 (the best in the galaxy). This level represents not
Drug Dealer
specifically the level of technology that is possible, but
In some cases, items may be illegal. The legality of items more importantly the level of technology that is widely
varies from world to world and even from region to region available. If some technology is developed but not adopted
within the same world, so there are usually only general by the public, the TL in that area will represent a lower score.
notes for what kinds of items are considered legal or illegal For example, on Earth in the early 22nd century, genetic
in any given area. If there are no explicit notes on the engineering tech is possible, but not considered ethical
legality of a given item, the GM should determine the item’s by the public, and is thus hard to find. In these cases, the
legality. Any item which is illegal should be considered to rules for Cutting Edge technology still apply as normal
have a Rarity Rating 2 points higher than what is listed, and (see below).
successfully acquiring such an item may incur problems Some gear changes functionality depending on the Tech
with the authorities if a glitch is rolled on the Rarity Level, gaining new abilities (usually with no downside)
test. Additionally, the authorities may come looking for when the item comes from a higher TL Culture. These
contraband, providing new stories, conflicts, and obstacles. changes will be described in the item’s description.
Lemurian Technologies
Common Technologies The planet Lemuria (see page 257) was charted during
Some technology has multiple uses across many different the Artifact era (see age 191) and plays host to a plethora
kinds of gear. Rather than describe the technology for every of ancient, high-technology artifacts, well beyond the
single piece of gear that uses it, it is described here. technological capabilities of the extant civilizations of
the Orion Arm. After some study of the artifacts found
on Lemuria, it’s clear the Junardms (created by an artifact
Self-loading
Primitive
Plastics/Injection firearms Fossil Fuels/
Level 3 Molding
Surgery Computers
(semiauto, Combustibles
Airplanes EM Theory
(Apollo-era)
auto)
Networked First
Solar, Wind,
Active Communications, Spaceflight;
Level 4 3D Printers
Prosthetics micro-electronics,
Guided missiles Hydroelectric,
Chemical
Relativity
Batteries
holograms rockets
Gravitic Unpowered
Level 11 Junardms Casual Cryonics The Singularity
weapons antigravity
Effective Zero-point
Level 12 Dyson Swarms
Immortality
Ubiquitous AIs
energy
Temporals
Disruption
Every piece of cybernetics has a Disruption score, usually
fractional. The main effect this has is on medical treatment,
which is made more difficult by the presence of foreign
objects in the system. Any time a character with cybernetics
is treated medically, the Glitch Risk of that test is increased
by the total Disruption score of all cybernetics (rounded up).
If the doctor is unaware of these cybernetics (for example,
if the patient is unconscious and cannot tell him about it)
then their effective Disruption for this test is doubled, after
rounding up. Additionally, a character with cybernetics
takes the same effects as the Immunocompromised
negative Quality, at the same level, Disruption rounded up.
Any detection test relying on life signs (such as heat) may
have a hard time finding a heavily augmented character if
Medkit the character is among other machinery or in an artificially
Medical care can assist in the use and treatment of drugs constructed environment. The threshold for such a test
and substances in a few ways. First, when the dose of the will be increased by the Disruption score of the character,
substance is applied, the doctor may roll INT + MEDICINE rounded down. Conversely, machine parts may make a
(PHARMACOLOGY) for drugs, or INT + MEDICINE (TOXICOLOGY) character stand out in a natural, life-filled environment
for toxins and poisons, and bank these hits. This bank may such as a forest. The threshold for such a test is reduced by
be spent at any point in the patient’s use of this drug to the Disruption score, to a minimum of 1.
reduce the patient’s Substance Effect Bank, which may
prevent Overdose and/or the development of Addiction. If
the doctor is themself the drug user, the maximum value of
this bank is their WIL.
During withdrawal, the doctor may roll INT + MEDICINE
(PHARMACOLOGY) and bank the hits; these hits may be
added to the user’s relapse test result. The Medicine Skill is
not strictly necessary here. One may use MAN + INFLUENCE
(PERSUASION) normally, as well.
Retroviral Engineering
At higher MED Tech Levels, it is possible to use an
engineered retrovirus to make some modifications to
the body after birth. This is much more complex than
engineering from birth. First, a retrovirus is created which
self-replicates throughout the body and adjusts the DNA
in the cells as it goes. But simply changing genes does not
instantly rewrite the entire biology of the creature. Forcing
changes often involves destroying the old part of the
body and allowing the new part to regrow as an intensive
treatment regimen.
Retroviral engineered changes requires 1 MED Tech Level
higher than they would if the changes were engineered
from birth. Not all Genetic Qualities are available at all as a
retroviral treatment; it is only available if a retroviral cost is
listed in the Quality’s entry on the table.
Genetic Qualities added retrovirally cost money, but do
not cost XP, and should be listed under the character’s
Upgrades on the character sheet.
Open
If the Core is Open, it is easy to use, requiring no IP (by
anyone) to use it. Its effective SEC is 0, and it will make
Typical Network Topology no attempt to defend itself from hacking attempts. This
mode may be a response to an expected DoS attack, or
the result of an incompetent sysadmin (or an owner who
Hacking by Proxy
Standard practice for hackers is to work behind a proxy.
A Proxy is another computer, controlled by the hacker,
through which the attack is conducted. The hacker may
choose to route his attacks through any number of Proxies
he wishes, but at a cost—every Proxy subtracts one from
his Hacking dice pool, or two if the proxy has a Network
rating of just 1. Additionally, the hacker must either own
(or pwn) the proxy, or must use 5 hits from the Hack Bank
of that device. In exchange, finding the true source of an
attack requires one additional Digital Awareness hit to be
spent for each Proxy; and if the perceiver cannot spend this
amount, then the attack appears to be coming from one of
the Proxies.
The specific devices that comprise a hacker’s Proxies are
usually relatively unimportant and anonymous. A hacker
may, for example, bring three Cores with him, chaining
from one to the next, and if one gets targeted or disabled,
he switches to the next. A hacker operating remotely is
likely to have swarms of slave machines ready to go, which
he can choose from when setting up Proxies. Assuming
the ownership of these devices is established before the
Social Engineering hack takes place, the hacker can simply declare that he
is acting through a particular number of proxies and no
There’s a saying in computer security—“The weakest link further information is required. However, acting through
is the user”. People often choose bad passwords so that anonymous proxies that are not legitimately owned by the
they can remember them, install sketchy software because hacker incurs a Glitch Risk of 1 for each such proxy.
it looks like a good deal to them, or give out sensitive
information to someone who claims to be their sysadmin. However, a Proxy may also be a specified Core. If a particu-
Often, gaining access to a secured system is as simple as lar Core is owned or pwned by the hacker, that device
exploiting this weak link. Social Engineering is the practice may be used as a Proxy. If this is the case, and the hacking
of psychological manipulation of the people who have target’s Perception test does not get enough hits to find the
access to the system an intruder wants access to. true source of the attack, then the attack will appear to be
coming from this incorrect source. Hacking via Proxies may
Social engineering is primarily used for slower hack jobs thereby be used to sow distrust between enemy teams—
with bigger payouts; high-speed combat hacking, for and it may be good reason to insist that your teammates all
example, is not a suitable time to use social engineering. have properly secured Cores. It may also be used as a show
The proper Skill to be used is dependent on context, but the of domination by the hacker—having an enemy see that
proper Attribute is always MAN. Social engineering may be a hacking attempt originated from the embedded device
done in person, generally requiring the INFLUENCE (SOCIAL within their gun is unsettling at the very least.
Network Spirits
The shamanic network hosts a number of virtual
avatars known as network spirits. Spirits are able to
act independently, with varying levels of freedom and
intelligence, although none of them rise to the level of
intelligence that could be considered AI. They exist solely
in virtual space, able to be seen by all users of the network,
but no one outside it. These spirits exist to serve Agents
and Acolytes of the network, using their invoker’s own
influence and power in the network to affect systems and
control devices. Not being sentient, spirits have no concepts
of abuse or mistreatment, and have no reservations about
being sent on suicide missions. Their data can be copied
as needed.
Network spirits are invoked using INT + COMPUTER
(SHAMANIC COMPILATION), and are used in the same way
as standard Assistant software. Network spirits do not
suffer from the same GR as Assistants do when operating
independently.
Temperature (TMP)
Temperatures can range from the freezing cold to the
searing hot and beyond. Temperatures too cold can cause
conditions like frostbite; too hot, and you get burned. Either
has the potential to cause permanent damage.
Ship Acceleration
Atmospheric Pressure (ATM)
Acceleration due to gravity is expected by many organisms,
Most creatures evolved to survive in an atmosphere, and
due to the propensity of evolution to take place on planets
few species can get by without it (though some fare better
that have it. High gravity levels crush soft, squishy bodies
than others). Similarly, life forms tend to get crushed by
under their own weight, while for some species, low
high pressure.
Normal
1 101–200 K -173– -73 C -280 F– -100 F Mars 0.4 kPa background 70 µSv Lunar Surface 0.15 G
Count
Everest
2 Freezing 201–273 K -73–0 C -100 F–32 F 33 kPa Max from 3MI 1 mSv Mars Surface 0.4 G
Peak
3m Dangerous 400
4 Meat Cooks 232–373 K 59–99 C 119 F–212 F 150 kPa Earth Surface 1G
underwater rads mSv
Fatal to
6 480 K 1000 kPa 8 Sv 2G
humans
SCUBA
7 Wood burns 600 K 3000 kPa 20 Sv 3G
record
Max during
Major nuclear
8 Venus' Surface 800 K Submarines 5000 kPa 50 Sv launch/reentry 4G
accident
on Earth
Venus' Fatal to
10 9200 kPa 200 Sv 8G
Surface Cockroaches?
Surface of
12 1000 Sv 25 G
Sun
13 50 G
All solids
14 4400 K 100 G
melted
15 200 G
18 20000 K 1mil G
Blue
19 30000 K 1bil G
Hypergiant
Water
Surface of Eta Surface of Eta Surface of
20 40000 K becomes 100 GPa 200bil G
Carinae Carinae neutron Star
ice-7
106 System
Environmental Protection
Many different options exist for bringing squishy meatbags
into hostile environments, most often space. All ships and
spacesuits have this Environmental Protection, or EPR,
attribute. For each point in this attribute, the suit is capable
of effecting a difference of 1 point in a particular direction
in a particular environmental stat. These stats are selected
along with the suit when it is purchased, so the same suit
may not be well adapted to a cold vacuum one day, and the
surface of Venus the next.
A typical space suit, intended for Humans (TMP 2-3, ATM
2-4, RAD 0-2, GRV 0-6) to operate in Low Earth Orbit (TMP
0 OR 3, ATM 0, RAD 1, GRV 0) must be able to increase TMP
by 2 (so that astronauts do not freeze while in shadow)
and ATM by 2 in order for the Human to survive; it will be
listed as ENVIRONMENT SUIT (TMP-2, ATM-2), (the numbers
indicating the range by which it extends the livable
conditions) requires an EPR of 4, and thus will be Rtg 4.
However, this suit would not be appropriate if working
around Mercury (which has a TMP of 5, or 2 in shadow, and
a RAD of 5, or 0 in shadow), as it cannot decrease TMP, only
increase it. A Mercury approved suit must be able to handle
high TMP and RAD in addition to ATM, so it will be listed as
ENVIRONMENT SUIT (RAD +2, TMP+2, ATM-2) and will be Rtg 3.
A suit that can function in both Mercury and Earth orbit will
need to be able to both warm and cool the user based on
the situation; it will be listed as ENVIRONMENT SUIT (RAD +2,
TMP-2, TMP+2, ATM-2) and will be Rtg 4.
Base Income
Crowd The Base Income of a Culture is essentially a unit of
money on which income is predicated. The Base Income
The Culture in which one grows up is formative, as is
is an amount in a particular currency, and this currency
the Culture one lives in. It shapes our lives, our views,
is the most common exchange medium for the people in
our motivations, and our futures. Every character must
that Culture.
have a Culture, although with certain qualities (such as
Counterculture), they may be able to ignore some of the
aspects of that Culture, at a cost. Base Price
The Base Price of a Culture is the price by which all generic
Keep in mind that Cultures are not a single, monolithic
item prices get multiplied.
entity. Just because most of the people in a particular
Culture have certain aspects (as described in the Culture’s When buying items, use the Base Price for your own Culture,
description) doesn’t mean that all of them do. In addition, even if you’re buying it from somewhere else. Different
only the most common Cultures of a particular era are Cultures often get goods for different prices, even if they
going to be listed; there simply isn’t room in this book live in the same area. Sometimes this is due to a legitimate
to list every possible Culture. Therefore, it’s expected difference in quality of goods; sometimes, members of
that gamemasters and players alike will improvise one Culture simply don’t give the good deals to members
different Cultures. of another Culture; sometimes, the good deals offered by
one Culture are only offered in a neighborhood which other
Which Culture? Cultures prefer not to enter; in some cases, the economics
of a particular region do not lend themselves to inexpen-
It is possible that a character’s life could lead to influences
sive goods. For example, the Earth Public Culture in the
from two or more Cultures. For example, the character
Occupation era is not likely to sell goods to the Korzof-Moti
may have been a Survivalist during the Occupation, joined
for reasonable prices.
an expedition as a Stellar Pioneer during the Expansion
Era, and finished off his career in the ESF during the Orion There are two ways around this. First, you can fake being a
War. Your character may use any applicable Culture as member of the Culture in question (see below). Second, you
his primary Culture, likely whichever one he identifies can hire a middleman (or make a friend) who is of the lower
most strongly with. Be aware, however, that having a priced Culture to make purchases, though they’ll usually
different Culture compared to those around you may have take a cut.
a negative impact on your social life (and the dice pools
involved therein).
Specialty (special)
This Subculture has a particular expertise common among
its users. A particular skill Specialization is chosen along
with this quality, and the value of the quality is equal to the
Specialization’s Requisite Level; any person found through
this Subculture is overwhelmingly likely to possess this
Specialization. When using the Subculture for a purpose
helped by this specialization, a character gains +5 dice to
find what he is looking for. In order to have a Rep higher
than 1 with this Subculture, the character must also have
this Specialization.
Military
If a character has taken the Officer quality, the character Military Loadouts & Weapons Locker
is a part of a military organization. A military may be
governmental or not; the key aspects include a focus on Most militaries provide standard issue gear to its
combat and a specified hierarchical structure. A list of members—items which it provides for use during missions
militaries is available on page 309; while this list is not being conducted on the military’s behalf. If this standard
exhaustive, it should provide the most common militaries, issue gear is sufficient, the character need not purchase any
and can server as a guide to creating any additional militar- additional gear at character creation. This comes with a
ies the GM and players would like to improvise. significant caveat, which is that the military typically does
not permit this gear to be used for anything other than
The Officer quality includes, by default, free XP (in the
official business. In addition, the character and player will
same amount as the quality) to spend on the Subculture
have no say in what gear is actually provided in this way,
of the military. The military’s Subculture is described in its
and there are often better alternatives available for a price.
reference section, including the required attributes of the
Translator Devices
Aside from the XP, characters get one free Interest level Maintaining two lives is tricky, expensive, and draining.
upgrade every year during a timeskip, just as during This factor requires the “Double Life” Quality (and if your
character creation. character has the Quality, he MUST use this factor during
a timeskip).
Avoiding Exploitation
It can be tempting for players to exploit timeskips and
lifestyle factors to maximize their characters’ XP and cash
reserves. Taking any Lifestyle Factors that do not make
sense with the character’s personality may be disallowed, at
the GM’s discretion.
It’s also possible for a player to choose a lower Lifestyle cost
than his financial situation would allow for. If the player
wishes to do this, he should be required to make a WIL test
each year with a threshold equal to the number of levels
of Lifestyle he is living below his means. This test may be
avoided if, for example, the character possesses the Miser
Motivation (with the catch being that he must now make a
WIL test in order to spend any of this saved money on gear).
Lifestyle Factors
Some factors of one’s life during a time skip can have an
effect, positive or negative, on both the salary and the XP
Over Time of a character during a time skip. Here is a (by
no means exhaustive) list of some of the life status factors
a character may experience. These factors are sometimes
chosen by the player/character, but more often are forced
on the character by whatever circumstances are happening
at the time of the timeskip.
Bactaran with Child
Retired
Income: None Expenses: 0 XP: +4
Someone who is retired is simply living off their savings and
interest. Their income is no longer based on their Total XP;
instead, it is based on interest of whatever they have saved:
5% of their savings per year. They can do what they like, and
there are plenty of health benefits.
School
Income: -1 Expenses: +1 XP: +1 Up to 5 times
For every year, the character can upgrade any academic
Imprisoned
Interest by 2 levels, OR upgrade any one Active Skill by any
Income: 00 Expenses: -12 XP: +2 number of levels for half the normal XP cost. This factor
may be taken up to 5 times (representing multiple classes),
A character who is Imprisoned is generally not there
each affecting a different Skill or Interest.
by choice, but has been caught and jailed for a crime
(whether or not he committed it). In addition to the obvious Stasis
penalties, a character who is Imprisoned may not father, Income: None Expenses: None XP: None
give birth to, or raise any children, and though XP is earned,
there are limitations on which character improvements The character is frozen, for whatever reason, and simply
can be made in prison; most Skills, especially, cannot be ceases to move forward in time. Perhaps he’s cryonically
improved in prison, if there is no real place to practice them frozen; perhaps he’s moving at relativistic speeds
(GM’s discretion). somewhere and stuck in a time dilation field. For whatever
reason, time just stops. Make a note of how many years
In Debt have been passed this way, and take this into account
Income: 0 Expenses: +2 XP: 0 when figuring your character’s biological age. (After a
period of stasis, answering the question “how old are you?”
If the character’s Expenses exceed his Income to the point
in-universe becomes much more complicated; age must
where the character has no money (or if he was in debt
still be calculated for purposes of biology, however.)
when the time skip began), the Expenses are increased to
reflect the interest on his debts. It’s easy for debts to get
out of hand this way. Generally, after this happens, the
character will be forced to make some lifestyle changes.
Relatives other than children follow similar rules for the Multiple Relations
most part. If more than one relation is an established character
with stats, use the whichever variation of these rules
Siblings applies to the closest relation in this order; parent, child,
A character’s sibling is treated the same as a child, except adopted/surrogate parent/child, sibling, grandparent,
that Skills are not transferred. biological aunt/uncle, cousin. More distant relations may
be improvised by the GM. Regardless of which relation
is used to determine the restrictions, the player gets the
Parents
highest possible XP bonus of any single relation unless
If you need to create a parent of an existing character, the
otherwise stated.
parent should have the full Total XP value of the child as
his bonus. The parent will have contributed some Skills to For example, if a new character is a grandchild of a
the child, and so should take at least one of the child’s Skills, character with 200 Earned XP, and a child of a character
probably at a higher level than the child. with 50 Earned XP, the character should use the restrictions
(Attributes, Qualities, etc) of the immediate parent, but gets
the XP bonus from the grandparent (which would give 50%
Blood Relation Only
of 200 XP, or 100 XP).
If a character is a blood relation but had no upbringing
in common with the previous character, use the same
rules you would otherwise use, except that there are no
restrictions on Skill transferrance, and reduce the XP bonus
by half. For example, if a PC fathers a son who was raised
by his single mother, that son only gets 50% of the father’s
Earned XP.
Action Cards
Party
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.
Life on Station
There are a number of hubs throughout the systems
in Afterverse where ships will come and go, potentially
bringing plots with them. Life on a station relies much
more heavily on established communities and, as a result,
the contacts of the party take on much more importance.
If playing an independent crew in this scenario, the party
may not need to work to keep their ship flying, though
they’ll still need to make rent. Still, this can be a good way
to get a campaign started on a personal scale. As the party’s
assets increase, they might find themselves eventually
able to buy a ship for themselves–indeed, for independent
parties, this can be a good motivation in early game. As
important as contacts are for independent crews in general,
Receiving a Call
they’re much more important on a station, especially since
An independent party lives and dies by its contacts, which all of the party’s contacts are likely to be nearby, and easily
can and almost certainly will serve as the biggest source contacted.
Convention Policies
All official Afterverse games will have policies in effect in
line with those described above. The precise set of policies
will evolve over time. Thus, it’s best to find these policies on
the Afterverse website.
131
132 History
Collaborator
Base Income: Base Income:
$400; Base Price: 1 $2000; Base Price: 1
Motivations: Achievement, Motivations: Attachments,
Attachments, Romance Promotion (Moti Occupation),
Romance
Skills: Computer 2
Interests: Bactarans
Species: Human
Universal Skills: Influence 2
Languages: Based on
locations Species: Human
4 4 7 5 4 4 4 3 3 5 5 4 4 4
Gang/Resistance
Survivalists
Base Income: Base Income:
$600; Base Price: 1 $200; Base Price: 0.5
The line between organized crime and the resistance This part of the resistance consists of doomsday
is so blurry that they are effectively the same thing. preppers, busy telling everyone that they were right
In the later years, the resistance was funded in no all along. These groups live in the remote country-
small part by income from smuggling and various side, trying to live a life apart. Their resistance is not
illicit trades that were borne from the drug trade well organized and is focused more on survival and
before the occupation. The strongest resistance stealth than on fighting back. The largest of these
grows in Texas, fueled by the Union Underground cells top out at about 25-30 members, and most of
and freed slaves from Mexico. them are holed up in hidden enclaves in the rural
and wilderness areas, most prominently in the open
West of North America.
The survivalists’ world is one of anarchy and self-re-
liance. There is no governing body and no real law.
Each small cell acts like a tiny feudal city-state, often
composed of a single extended family. The survival-
ists tend to be socially regressive.
4 3 4 3 5 4 3 6 4 4* 6 4 7 4
Korzof-Moti Occupier
Equator Slave
Base Income: Base Income:
$200; Base Price: 0.5 $3000; Base Price: 2
Languages: Kortona;
English or Chinese as Second
language
Certain populations have been subjugated by the * The Korzof-Moti often use computer tech
Korzof-Moti. These slave populations are mostly provided by Collaborators to offset their lackluster
kept secret (or at least quiet) and isolated in their technology, though they avoid such tech for their
particular areas of the world, mostly near the equator critical operations.
(for convenience of launching slave built and slave
loaded payloads); as a result of their location, the The Korzof-Moti is a unique house of Bactarans,
nickname “Equator Slaves” gradually becomes widely almost a subspecies unto themselves; they were
used throughout the resistance. Colombia and Kenya created with several generations of selective
have the largest populations of Slaves for most of the breeding among particularly aggressive soldiers. As
occupation; later on, Mexico gains slave camps as the a result, they are particularly violent, much more so
Colombian camps become more trouble than they’re than the average Bactaran.
worth, though the UU begins to make slave-freeing
runs part of its routine there, too. The occupation has an ultimate goal. The nation
on Bactara from which the Korzof-Moti come was
Not all slaves are engaged in manual labor. Many devastated generations ago, and poverty and
are, but the Bactarans need engineers as well, and famine run rampant. The occupying force’s mission
occasionally some are able to leave the camps is to make a world that Bactarans, especially the
to become negotiators and agents. They use the other Korzof-Moti, can colonize–but knowing that
promise of such advancement to drive slaves into the Bactaran Republic would never permit coloni-
working hard for them. Most of the major projects zation of an inhabited world, they want to drive
involve resupplying Bactarans; rockets and spacecraft humanity to extinction while making it appear that
are constructed to supply and refuel the Bactaran humanity destroyed itself, and while leaving the
fleet in orbit and a fuel mine is constructed on the world habitable for themselves. As time goes on and
lunar surface. various schemes to accomplish these objectives are
They are generally not called “slaves”–more often foiled, General Deroza’s patience wears thin and they
“wards” or “protectees”–and the Bactarans’ manipu- begin to just order large numbers of people killed
lation skills are not to be trifled with. The Bactarans outright, until the Moti are finally stopped by both
often have misinformation spread throughout the the resistance on the ground and intervention from
slave camps about the rest of the world, leading to a The Republic and the Vorans.
common perception that the Bactarans are protect-
ing the slaves more than the reality. Any negative
stories about the outside world are emphasized. The
end result is that most slaves believe that they are
better off as slaves than they would be otherwise.
Base Income:
Deroza
$200; Base Price: 3
Interests: Tinkering
Species: Human
Languages: English
Clautel (2035-2060)
Clautel is one of Deroza’s firstborn children and the only
one that is a part of the Occupation; Deroza frequently
refers to Clautel as the “Heir of Earth”. While Deroza focuses
on the military fight to dominate and exterminate humans,
it is Clautel who encourages the preservation of the planet
itself for Bactarans. Their death is the catalyst for Deroza
losing control, and several cities are razed in the days
following.
5 CTZ B.C. B
1 2
3 BIO
2
4 2 SPECIES: Human
HOMEWORLD: Earth
WIL BOD
2
6
6
4
I REA
4
5
XP
HA
5
M
1 TOTAL: 370 NAT: 370
4
3
CULTURE:
1
3 Earth Public
SKILLS
PRIMARY SKILL MINOR SKILLS
3 Influence
4 Melee
QUALITIES NOTES XP
Eidetic Memory (none) 5
Motivations: Achievement [3] Attachments [2]
Upper Crust (none) 10 Romance [1] Agent of Chaos [3]
Distinctive Style Calling card on hacked systems, 2 -10
Interests: Tinkerer [6] VR Games [4]
Redshirt (none) -25 South American History [4] Art History [3]
Social Apathy 1 -5
Languages: English
Gear: Blinding Laser Survival Knife Camouflage
Outfit Slicer
Information wants to be free, and so goes the hacktivist.
The secrets the collaborators hide are ripe for the taking,
and she’s the one to take them. Exposing them is a good
start, but she also longs for a more direct way to damage
the occupation, and bring back the ideals of the nation she
once believed in.
7
5
1
2
5
AG
T
T
PER IN
PER IN
4
5
I REA
I REA
4
3
5
XP XP
HA
HA
3
5
BEA AN C OFC: 0 BANK: 3 OFC: 0 BANK: 14 BEA AN C
3
3
M M
2 TOTAL: 290 NAT: 290 TOTAL: 450 NAT: 450 3
3
2 3
1
CULTURE: Equator Slave CULTURE: Gang/Resistance
2 3
2 1
SKILLS SKILLS
PRIMARY SKILL MINOR SKILLS PRIMARY SKILL MINOR SKILLS
5 Athletics 2 Melee 8 Ranged Combat 4 Tactics
Throwing 1 Crafting Longarms 2 Crafting
1 Science 1 Computer
SECONDARY SKILL 1 Survival SECONDARY SKILL 1 Humanities
3 Stealth 4 Stealth 1 Melee
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.
5 CTZ B.C. B
1 3
1 BIO
2
2 3 SPECIES: Human Motivations: Attachments [3] Promotion (Moti
HOMEWORLD: Earth Occupation) [1] Romance [2] Avarice [1]
WIL BOD
4
2
4
BORN: 2009 AGE: 51 Interests: Moti Security Procedures [6] Airplane Models
AG
T
PER IN
2
I REA
XP
Game Shows [4] Podcasts [4] Sailing [2]
HA
3
Languages: English
M
4 TOTAL: 560 NAT: 560
6
Gear: Handgun Light Armor Commlink
5
CULTURE:
4
6 Collaborator
Before the occupation, keeping his family together didn’t
mean tearing himself apart. His engineering skills being
SKILLS
required by the Bactarans was a blessing and a curse:
PRIMARY SKILL MINOR SKILLS
Though it put him and his family on their radar, it also gave
6 Humanities 3 Crafting him the means to ensure they would never hurt them—they
3 Pilot needed him. Unfortunately, with the rise of the resistance,
SECONDARY SKILL
3 Science keeping them safe has gotten ever more complicated. He
2 Art never thought he’d be serving as a double agent.
5 Influence
2 Computer
Etiquette (Moti Occupation),
Bureaucracy (Moti Occupation) 2 Medicine
FEATURED CONTACT
NAME: Clautel SKILLS: QUALITIES:
QUALITIES NOTES XP
BOND: 2 Influence [6] Blackmailer [-5]
Upper Crust (none) 10
FAVOR: -1 Melee [5]
Out of Touch 2 -10
I can only imagine what the Bactarans are thinking. If the privateers decide to attack, we have to destroy
Here we are, a hundred billion miles from home, right them. Humanity needs what the Bactarans are offering,
on their front doorstop. No one had called ahead–warp and a delegation of Bactarans is watching remotely
bridges don’t work that way, we’re learning. You can’t from Hyperion Station. They have to see the Machete
call ahead–you just dropped into the bridge on one side, putting herself between the two sides, and if the miners
and popped out on the other. Nevertheless, here we are killed, the only possible hope for continued rela-
were, unannounced. This will be my first encounter with tions is to blow the privateer ship out of the sky. What
Bactarans, but even I can guess at what they’re thinking. the hell are they doing here?
They’re thinking, “They don’t belong here.” But what’s worse is, what happens if the Bactaran
miners take matters into their own hands? Their shuttle
If they are, they’d be right. But then, no one had told us isn’t a warship by any stretch, but any ship with an
we shouldn’t be out there. Only common sense told us engine is a weapon, and their engines are better than
not to, and no one on this crew was about to listen to ours–they could fly circles around the privateers and
that dictator. I already lost several friends when one of melt their hull in the process. And what then–do we
our little fleet of prototype ships was destroyed, and shoot them down? Do we risk war over these privateers?
to make matters worse, the Captain’s not even letting Do we risk not getting the engines and Junardms the
us talk about it. We weren’t going to come back empty Bactarans are promising? To say nothing of what we do
handed. if the Bactarans decide they don’t trust their escort and
decide to attack us.
Our primary mission was to obtain advanced technolo-
gy, especially the Junardms that allowed ships to cross They don’t belong here. None of them do.
the event horizon of a wormhole and come out in one
piece on the other side. We only had the three we were The Story of the Age
able to scavenge and rebuild from the wreckage above
Earth. I, for one, am more interested in our secondary At the end of fifteen years of alien occupation, Earth is in
mission: Finding out what happened to the colony ship.
poor shape, with two-thirds of the population killed, mostly
Just before the occupation ended, they sent a colony
at the hands of each other. A fleet of alien ships from two
ship. It was supposed to go through the wormhole and
distinct alien civilizations arrived from the wormhole
find someplace to settle. Shortly after it left Earth orbit,
around Saturn in 2065, but instead of reinforcing the
though, we lost track of it. Some people think the
Bactarans got to it; some think they simply went dark alien occupiers, they were here to put a stop to what was
for secrecy. I happen to think they’re out here, some- happening on Earth. The fleets annihilated each other in
where. It’s time for us to bring them back home. orbit, leaving behind technology which Humanity was able
to harness to bring itself to the stars.
They don’t belong here.
While the courts helped the dust settle on Earth, separating
collaborators from the heroes, an expedition was sent out
Commander Cherami Misra,
February 12, 2079 in 2071 to establish proper first contact with the larger
galaxy. Contact is established in the Sirius system, and
To be honest, I really don’t know who we’re supposed to an agreement is reached with the Bactarans–they would
be defending. mine the solar system’s asteroid belt, in exchange for space
travel technology and materials. Through the Bactarans,
The first Bactarans in the asteroid belt started construc- Humanity is also introduced to the Vorans, an advanced
tion on their mine three weeks ago. It didn’t take long and peaceful insectoid race.
Brooklyn
5 4 7 5 5 5/6 5 4 4 7 6 5 6 5
Stellar Pioneer
Earth Public
Base Income: Base Income:
$400; Base Price: 1 $600; Base Price: 1
Languages: English
During this era, Humanity is trying to rebuild Those who take to the stars are a special breed. The
after the devastating losses of the occupation. The first of them are explorers, followed by diplomats
population was reduced by two-thirds, and the and the military, and then businessmen. They use
various plagues hit the children especially hard–the any technology they can get their hands on, often
generation born between 2055 and 2065 comes to jerry-rigging it to fit with their own tech.
be known as the “missing generation”, and the baby The UEN Charter establishes a republic of nations:
boom following the occupation seems to exist largely Each nation has one voting representative in the
so families can replace the children they have lost. UEN Congress, but that representative’s voting
Though the Bactarans are gone, the world is still power is scaled by three factors: The population of
filled with their collaborators. The Provisional the nation, the power of its armed forces, and the
Central Earth Government (PCEG), established number of people it has sent to colonize other worlds
immediately following the occupation to coordinate (the charter does not specify that these people must
reconstruction, sets up courts to try and punish perpetually remain citizens). Population can only be
collaborators–these courts become judge, jury, and increased so fast and military might is expensive, so
executioner, and after a few initial successes, quickly many nations support vast numbers of settlers who
garner a harsh reputation. This system does not last take to the stars.
long, and the courts are abolished in 2070 along with Of particular note during this time are space stations
the formation of the UEN. built in orbit of Ceres and Hyperion during the
The UEN Charter establishes a republic of nations, late 2070’s (both of which exist largely to facilitate
and coordinates the efforts of reconstruction across the Bactaran mining operations in the asteroid
the world. Many people take to space, but those belt)—with Ceres being particularly notable for
that remain are often faced with challenges of being the only location of the era where Humans and
the feudal-esque Survivalists who wish to remain Bactarans interact as civilians on a regular basis.
independent from the UEN. Most of these Survivalist
enclaves dry up over the next generation.
6 5 7 6 5 6 5 4 4 6 5 5 5/6 5
Venusian
Martian
Base Income: Base Income:
$400; Base Price: 1 $200; Base Price: 1.5
Languages: English
Venus, beginning in the mid-2080’s, is settled by two Contact is reestablished with the Mars colony in
groups, Australian and Chinese. Austrailians invented 2065, shortly after the Occupation ended. While the
a chemical process to turn its atmosphere into crops allowed the colony to survive without resupply
floating platforms, and Chinese scientists launched missions from Earth, a number of health and
the skysteading probes using this chemical process to maintenance issues had begun to crop up over time
make the planet habitable. Both invested heavily in as some of the more esoteric supplies for the colony
settling the so-called “skysteads”. ran out, and approximately 40% of the colonists
were either dead or had terminal health problems.
Most Venusians make a habit of carrying a small CO2
An emergency resupply mission to alleviate these
alarm/filter device, which alerts the carrier when
issues is launched in 2067, and with the fusion ion
CO2 levels rise above about 3%, and can be used
drive in the 2070’s, regular travel between Earth and
to breathe safely until levels return to normal. In
Mars (and later, between Mars and the belt) becomes
2098, an economical cybernetic version of the filter
possible-over the next decade, the colony expands
is invented, allowing humans to walk outside and
and their tech levels are brought up to match modern
breathe comfortably on Venus (and any other CO2
humanity.
environment). This implant is ubiquitous among
Venusians within five years. The surviving Martians, by necessity (and even a
single generation of natural selection), are a hardy
and crafty bunch. This becomes a point of pride in
the budding Martian culture, and by the end of this
era many families are sending their children to Mars
to learn how to survive in space.
4 5 5 5 5 5 5 4 4 7 6 5 5 5
Redland Colonists
Outer Belt Pirate
Base Income: Base Income:
$400; Base Price: 1 $200; Base Price: 0.5
As soon as the Humans and Bactarans establish Following their evacuation from Earth, the Redland
trade routes through the solar system, others start colonists have settled on a harsh world. At first,
taking advantage of these trade routes. Stealth survival is the biggest challenge, but as Wellrose’s
is extraordinarily difficult to accomplish in the genetic modifications to crops take root, life settles
wide-open vacuum of space, so pirates use cover. into a rhythm. When the population booms, the
They hide in the asteroid belt, and Jupiter’s Trojan small time police are quickly overwhelmed by the
asteroids, by parking in deep crevasses and tunnels rise of organized crime, and the crime syndicates
in the rock, but their favorite hiding place is Saturn’s soon define life on Redland.
rings, where the tiny moonlets make perfect cover.
Authorities simply don’t have the capacity to search
billions of tiny moonlets, and the difficult navigation
means they don’t even try. As an added bonus, the
rings are also quite close to the main shipping lanes
which travel through Hyperion Station and the Sirius
warp bridge.
The Outer Belt Pirates are typically among the
best pilots in the system, daring enough to live in
a dangerous region like the rings, and obsessed
with wealth.
6 5 5 6 7 6 5 6 5 5 7 7 7 5
Bactaran Republic
Bactaran Argosy
Base Income: Base Income:
ç300; Base Price: 0.5 ç300; Base Price: 0.5
Tech Notes:
MFR: Junardm
Manufacturing
Bactaran culture is built largely around feudal There are three major Bactaran militaries relevant
houses–large family groups who each wield to space combat. The largest belongs to the unified
political and military power. The Republic accepts Bactaran Republic, which represents all Houses
a representative from every house–over 200 in all, and is primarily meant to serve the interests of the
including one from the House of Moti–and each is Bactarans as a whole. In addition, the Houses of
given a number of votes relative to their power. All Punomah and Barohti have their own fleets, which
houses abide by the results of these votes. The most generally protect their own interests.
powerful Bactaran house is the Punohmah house,
The Argosy has access to better weapons and
which possesses the ancient Junardm manufacturing
propulsion technology than the civilization at large.
device, granting it control over the interstellar fleet
as well as the most important interstellar trades.
Contrary to the impressions most Humans have of
them, Bactarans are not a barbaric warrior race–the
Moti subspecies (which is also considered a house
as described on page 214) could fairly be described
that way, but not the species at large, most of which
are members of the Bactaran Republic. If they have
any particular species trait, it’s that of being a social
wedge (see the Bactaran species description on page
211 for more details).
6 4 4 6 5 7 4 7 7 4* 8 6 7 6
Voran (queens)
House of Moti
Base Income:
ç100; Base Price: 1
Motivations: Achieve-
ment, Attachments,
Manipulator, Vengeance
Qualities: Freakish
(BOD), Short Fuse, Bad
Reputation
Species: Bactaran
Languages: Kortona
7 7 4* 8 6 7 6 7 7 4* 8 6 7 6
Voran (drones)
Voran (M/F)
Base Income: Base Income:
ͽ100; Base Price: 1 ͽ250; Base Price: 1
Motivations: Achievement, Attachments, Broken Will Motivations: Achievement, Attachments, Romance
Skills: Medicine 1 Skills: Influence 1
Species: Voran Species: Voran
Languages: Voran Chroma Languages: Voran Chroma
Though they have the same technology available, After drones, which rarely leave their hive, males and
the culture of drones among Vorans is unique. females make up most of Voran Society–so they are
Their positions as maintenance of the Queens puts the face of Vorans to other species. Females tend to
certain requirements on them in terms of skills; be the more ambitious between the two, as a certain
specifically, drones are expected to learn skills to amount of influence is required to earn the ability to
serve their Queen. mature into a long-lived Queen rather than dying of
old age.
M. Luciana Sapatiero
teiro led missions to recover parts from orbit following the
battle, ultimately salvaging Bactaran and Voran weapons
and engines, but most importantly, seven Junardms, the
devices which permitted travel through the warp bridges.
Over the next 5 years (during the time of the PCEG) the first
ESF ships were designed, and the prototypes were launched
in 2070, the same year that Sapatiero was elected the first
President of the newly formed United Earth Nations.
Maxine Wellrose
Maxine Wellrose was a genetic scientist born on Earth in
2033. She excelled in her studies, graduating high school by
15 and earning her first degree in genetics about a month
before the Fast War began in 2050. She continued studying
during the occupation wherever she could avoid the
Bactaran influence. When Curt Redland began searching
for vital personnel for his extrasolar colony, the need for a
geneticist–someone who could adapt the plant and animal
embryos for life on the world they would find–presented
itself, and Wellrose stood out as a fine candidate. Wellrose
joined the Last Ditch colony ship when it fled Earth at the
end of the occupation.
During the early years of the colony she executed her
mission with distinction. Her plants and livestock, uniquely
well suited to the new world, flourished, making providing
food for the colony a minor concern. After several years
of research, a consistent crop cycle had been established,
and her attentions began to turn to Human engineering,
Tyson Brooks
2
5
5
BORN: 2011 AGE: 57
AG
T
PER IN
3
I REA
6
3
XP
HA
6
OFC: 0 BANK: 9 BEA AN C
1
M
TOTAL: 620 NAT: 620 3
1
4
CULTURE:
3
Earth Public 4
SKILLS
PRIMARY SKILL MINOR SKILLS
6 Science 4 Computer
1
HOMEWORLD: Earth HOMEWORLD: Voruna
WIL BOD WIL BOD
2
3
5
3
5
3
BORN: 2037 AGE: 41 BORN: 2053 AGE: 19
AG
AG
T
T
PER IN
PER IN
2
1
I REA
I REA
4
3
1
1
XP XP
HA
HA
4
4
BEA AN C OFC: 0 BANK: 5 OFC: 0 BANK: 8 BEA AN C
6
2
M M
TOTAL: 460 NAT: 460 TOTAL: 320 NAT: 320
1
3 4 6 2
2 5
CULTURE: CULTURE:
4 2
3 Redland Colonists Voran (drones) 6
SKILLS SKILLS
PRIMARY SKILL MINOR SKILLS PRIMARY SKILL MINOR SKILLS
QUALITIES NOTES XP
Enhanced Attribute WIL 40 QUALITIES NOTES XP
Scarred 3 -6
Motivations: Achievement [1] Attachments [1] Broken
Will [1] Legacy [3] Promotion (Voran Merchant Corps) [4]
Motivations: Achievement [1] Attachments [1]
Romance [2] Legacy [2] Environmentalist [1] Interests: Interspecies Communications [6] Famous Voran
Hives [5] Voran History [2] Human Gender Studies [1]
Interests: Historical Fiction [6] Fantasy Epics [6]
Astronomical Phenomena [5] Extraterrestrial Geology [3] Languages: Northwest
Strategy Games [3] Endangered Species [3]
Gear: LIPC Light Armor AutoTranslator
Languages: English
The peacemaker’s first instinct is to bring others together,
Gear: Crossbow Survival Knife Spacesuit and this one has made it their purpose to bring together
(Human) Commlink humans and Bactarans. After helping to negotiate the usage
rights in the first place, they decided to roam the belt and
The terraformer believes himself one of humanity’s last
arbitrate disputes. But getting their hands dirty becomes a
hope, the sole surviving colony since the extermination of
more and more risky proposition as tensions escalate.
Earth. With the weight of the world on his shoulders, he
carries on, engineering this hostile world to be the best
FEATURED CONTACT
home for the last dregs of humanity that it can be. The rise
NAME: Capt. Tesoro (ESF) SKILLS: QUALITIES:
of organized crime in the colony has complicated his work—
it seems that everyone wants this new world to revolve BOND: 4 Influence [6]
around them, and he’s the one who can make it happen. FAVOR: 1 Ranged [3]
2 CTZ B.C. B
4 2
5 BIO
6
5 6 SPECIES: Bactaran
-1
1
HOMEWORLD: Bactara
WIL BOD
7
1
2
5
I REA
4
5
1
XP
HA
3
M
TOTAL: 255 NAT: 255
-1
5 3
1
CULTURE:
3
1 4 House of Moti
SKILLS
PRIMARY SKILL MINOR SKILLS
4 Melee 2 Athletics
Striking 2 Crafting
SECONDARY SKILL
3 Ranged Combat
QUALITIES NOTES XP
Brick Wall (none) 10
Short Fuse 1 -5 Interests: Bactaran Sports [6] Interstellar Trade Routes [4]
Moti Legends [2]
Bad Reputation 1 -5
-5 Languages: Kortona
Pyrophobia 1
Gear: Taser Axe SWAT Armor Commlink
Once a proud member of the House of Korzof-Moti, the
exiled warrior was deeply disturbed to learn of the extent
of the Moti’s misdeeds on Earth. With many of the Bactaran
Houses cutting off economic ties with the Moti, they
decided to join the growing numbers of Moti signing up
to perform the hard, dangerous work of mining the Solar
asteroid belt. But it seems like there’s always some trouble
cropping up in the belt.
5 CTZ B.C. B
1 1
4 BIO
2
5 1 SPECIES: Human
HOMEWORLD: Earth
WIL BOD
2
6
6
3
I REA
4
3
XP
HA
4
M
5 TOTAL: 420 NAT: 420
2
3
CULTURE:
5
3 Stellar Pioneer
SKILLS
PRIMARY SKILL MINOR SKILLS
8 Medicine 3 Humanities
QUALITIES NOTES XP
Officer Lieutenant, ESF 15
Low Bone Density 3 -30 Motivations: Attachments [2] Romance [2] Wanderer [1]
Promotion (EGF) [1] Healer [3]
Low Pain Tolerance (none) -20
Interests: Medical Dramas [6] Obscure Treatments [6]
Alternative Communities Horror Movies [5]
Science Trivia [5] Bedside Manner [4] Star Trek [4]
Recreational Drugs [4] Herbs [3]
Languages: French
Gear: Injection Gun Survival Knife Light Armor Commlink
The doctor started learning how to remove bullets and
stitch up holes during the resistance, wanting to make a
difference before she even got a chance to go to medical
school. Afterwards, she breezed through her education
thanks to experience and a natural gift. By the time the EGF
was assigned to watch over the asteroid belt, she was the
best qualified for the job, and relished the opportunity to
pioneer null-gravity medicine.
6 CTZ B.C. B
1 1
2 BIO
3
3 1 SPECIES: Human
HOMEWORLD: Earth
WIL BOD
3
5
5
4
I REA
4
2
XP
HA
2
M
4 TOTAL: 290 NAT: 290
5
3
CULTURE:
4
3 Stellar Pioneer
SKILLS
PRIMARY SKILL MINOR SKILLS
6 Crafting 2 Pilot
QUALITIES NOTES XP
Juryrigger (none) 5
Officer Lieutenant, ESF 15 Motivations: Attachments [2] Romance [3] Wanderer [3]
Xenophilia Bactarans 5 Promotion (EGF) [4] Pacifist [3]
Combat Paralysis (none) -10 Interests: Muscle Cars [6] Cheesy Hacker Movies [5]
Low Bone Density 3 -30 Star Wars References [4] Tinkerer [4] Moonshine [3]
Nervous Fidget Restless Leg -5 Parades [2]
Languages: English
Gear: Shock gloves Light Armor Pack Core
Born during the occupation to parents who had already
lost two children to attacks and disease, this engineer
received a hands-on education in practical technologies.
She was always excited by space travel, and learned from
a young age everything she possibly could about building
and maintaining spacecraft. The EGF holds engineers of her
caliber in high demand.
An interstellar mining arrangement has turned sour. The The Battle of Ceres (2101)
Bactarans, who fifty years ago had invaded and occupied Minor altercations between Humans and Bactarans
Earth, had eventually reached an agreement with Earth’s became a more and more regular occurrence in the final
UEN to mine the solar system’s asteroid belt in exchange decade of the 21st century. Once these escalated to deadly
for spaceflight technology. Small incidents between the violence, the asteroid belt is polarized. The UEN sent EGF
Humans and aliens in the belt built on each other over time. vessels to Ceres just before a major ore shipment was due
Tensions rose and finally boiled over at the turn of the 22nd to leave for Saturn. The first battle of the war erupted here
century. in 2101 when Bactaran miners tried to blow through the
blockade to send the ore anyway. The EGF destroyed the
6 5 7 6 5 6 6 6 5 8 6 5 6 6
UEN Citizen
Technoshaman
Base Income: Base Income:
$300; Base Price: 1.5 N250; Base Price: 1*
Skills: Computer 2
Languages: Shamanic
(as a second language)
Earth gains a measure of stability during the Orion Technoshamanism is a society built around a new
Wars. Emboldened by the ousting of most Bactarans kind of computer hacker which combines traditional
from the asteroid belt, many civilians begin to take shamic beliefs with the implementation of the “spirit
to the solar system. The belt, not to mention the world” as a networked presence. While not every
Saturnian system, quickly becomes home to miners member of the society is a skilled hacker, the society
working abandoned Bactaran mining facilities or relies so heavily on the network that members are
creating their own. Adversity comes from all direc- more or less required to wear AR equipment at nearly
tions-the remaining Bactarans tend to lay claim to all times. Technoshaman society has little in the way
their fallen comrades’ mines, pirates execute raids on of Human leadership, relying instead on advanced
shipments, and the UEN tends to squeeze the miners distributed algorithms to determine what resources
for materials and taxes as the wars put a strain on are needed and allocate the Human resources to
Earth’s resources-all this on top of the naturally that task. Technoshamans are motivated not only
hostile environment of space. by money, but also by gaining influence over more
network resources, including both people and
hardware like drones.
Broadly speaking, technoshamans are anti-corpo-
rate, and view large corporations as an enemy to
be nullified by any means possible. In particular,
technoshamans demonize corporations which do
not directly contribute to the survival or betterment
of the Human race, with a focus on banking and
investment industries. Sometimes these means are
violent, but just as often the strategies involved are
deeper, including buyouts and market based strate-
gies. Typically, the resources of the corporation being
targeted will be co-opted and used to further the
network’s agenda, which is how the most notorious
technoshamans earn their living.
For more information on how technoshamans use
the network’s resources, see The Technoshamanic
Interface on page 102. For information on how the
network’s organization is structured, see the entry in
the Militaries section on page 313.
6 4 6 5 5 6 5 6 7 7 6 5 6 5
Venusian
MARTIAN
Base Income: Base Income:
$300; Base Price: 1.5 $400; Base Price: 1
Motivations: Motivations:
Attachments, Romance, Attachments, Romance
Languages: English
With advances in manufacturing, Martian culture Venus becomes a tourism centered world as it becomes
advances somewhat beyond merely surviving on more established, with a consistent and reliable
the red planet, and the people living there begin to climate. The service industries on the planet experience
establish a way of life. The proximity of Mars to the a massive boom in both Human and alien tourists, with
asteroid belt makes it vulnerable to both piracy and Bactarans and Vorans stationed in the solar system
attack from Bactarans, and so at the dawn of the both enjoying Venus’s climate more than Earth’s.
Mining War, Mars signs on with the EGF as a protec- As a result of this, Venusians develop a reputation for
torate. With this protection, it becomes a haven for being friendlier to aliens than many other cultures
traffic from the outer planets, and often serves as a of humanity (especially during the Orion War), and
way station between Earth and everywhere else. Venusians are major opponents of the war. Many war
With all these changes, Mars remains, at its heart, protests occur here.
a planet of builders and tinkerers. Many Martians
become engineers and sign on with the EGF, ESF,
Unification Charter, or private vessels as engineers.
5 5 7 6 5 6 5 6 5 7 6 5 6 6
Cererian
EGF/ESF Officer
Base Income: Base Income:
$600; Base Price: 1 $500; Base Price: 1
Languages: English
Having served as a hub for mining operations The Earth military fleets take on a huge role during
throughout the Expansion Era, there are a great the wars. Early on, the EGF starts the war over a
many Bactarans who call Ceres home. When the blown blockade at the Battle of Ceres. As the ESF
Mining War begins, there are some instances of presses outward and takes over the war, the EGF
violence between Bactarans and humans, but even must now take over protection of humans from the
with those, it is (until the creation of Parella Station) remaining Bactarans in the belt, and is additionally
the only place where Humans and Bactarans charged with enforcing trade tariffs and material
live together. shipments to ensure that the war effort has
sufficient materials.
4 6 7 6 6 5 6 4 5 7 4 6 5 6
Inhumans
Redland
Base Income: Base Income:
$300; Base Price: 1 $200; Base Price: 1
6 4 4 6 5 7 4 6 5 5 7 7 7 5
Moti Solar Refugees
Bactaran Argosy
Base Income: Base Income:
ç250; Base Price: 1 ç500; Base Price: 0.5
Motivations: Motivations:
Attachments, Avarice, Achievement,
Romance Attachments,
Manipulator, Wanderer
Qualities:
Freakish (BOD), Short Skills: Pilot 1,
Fuse, Bad Reputation Influence 1
Species: Bactaran
Languages: Kortona
Once the Mining War breaks out, the surviving Moti From the point of view of the Bactaran Republic, the
in the asteroid belt are stranded. Luckily, most of human fleet ambushes Sirius out of nowhere; the
their basic needs are met with the self sustaining Republic shores up its defenses, and for a time, it
solar powered equipment built into their mining appears that peace can be reached. When interro-
facilities, so most are able to hunker down and hide. gations of captured ESF personnel reveal that many
However, as this equipment starts to age and break of the miners in the belt were killed, the Republic is
down, the Bactarans are forced to raid human ships, enraged, and declares all-out war against the UEN.
stations, and settlements to obtain the required Resources are poured into the Argosy, and the Orion
replacements. In a cruel twist, many of the humans War is in full force.
in the belt at that point have started using the
Bactaran equipment that was left behind, meaning
the Bactarans are reduced to raiding their own mines
to survive.
6 5 5 6 7 6 5 7 7 4* 8 5 7 6
Bactaran Republic
Voran (queens)
Base Income:
ç300; Base Price: 0.5
Motivations: Achievement,
Attachments, Romance
Skills: Influence 2
Species: Bactaran
7 7 4* 8 5 7 6 7 7 4* 8 5 7 6
Voran (M/F)
Voran (drones)
Base Income: Base Income:
ͽ100; Base Price: 1 ͽ250; Base Price: 1
6 7 4* 7 5 7 6 New Worlds
Voran Libertine
Kennesawu
(For more information about Kennesawu, see page 256; for
more information about the Guigu, see page 225)
The star system home to the binary planet known as
Kennesawu shares its name. The planets comprising the
binary system, Kennu and Sawu, are fairly distinctive
among worlds in the Orion Arm. Both planets are tidally
locked to each other, so they rotate as a unit, with the
same side facing the other constantly. Their high axial tilt
produces distinctive bands across the larger planet Kennu–
the equatorial regions are generally not able to retain
enough heat to ever fully thaw, producing two temperate
“belts” at the middling latitudes, which alternate in their
habitability each summer. Perhaps most significantly, the
planet’s magnetic field is so strong it can be used to aid in
space travel.
Base Income: These bands define the regions of territory for the two
ͽ100; Base Price: 1.5 sentient species which occupy the planet. The Guigu, cave
Motivations: Achievement, Romance (except drones)
dwelling primates, live in the temperate zones, hibernating
during the cold seasons. The Symtraya, a species capable
Species: Voran
of native spaceflight to the smaller world Sawu, primarily
Languages: Voran Chroma occupy the equatorial band. When the Guigu begin hunting
the Symtraya for the proshu, the magnetically active organ
which allows them to travel in space, they often do so by
Increased interaction with other cultures grows
venturing into these equatorial regions.
the Libertine cultural movement among Vorans.
Vorans among this culture behave more like humans
do-living as individuals rather than a part of a hive,
seeking romance for its own sake rather than as
a means for survival, and living in a free market
economy. Voran Libertines tend to fit into alien
cultures more easily than other Vorans, and more
tradiitonal Vorans may even hire Libertines for this
exact purpose— liasons to alien cultures.
Veronica Watts
Veronica Watts was an influential member of the Redland
colony’s leadership by the late 21st century. Following Sec-
ond Contact, Watts was appointed the liason from Redland
to the Earth delegation, and as her career’s capstone, was
the woman most responsible for the infamous clause of
the Redland treaty that stripped nonhuman sentients of all
rights in the Redland and attached systems.
White Sky
A Voran general and queen. She is best known for being the
general who issued the call to action that brought mass
numbers of Vorans into the Parella system, bringing about
the end of the Orion War. Among the oldest of Queens,
White Sky is a founding member of the Tactical Corps, le-
veraging the move from the Defense Corps in order to bring
the Vorans into the galaxy at large.
2 CTZ B.C. B
1 2
6 BIO
5
7 2 SPECIES: Human
HOMEWORLD: Earth
WIL BOD
5
3
3
4
I REA
4
4
XP
HA
4
M
1 TOTAL: 620 NAT: 620
3
5
CULTURE:
1
5 EGF/ESF Officer
SKILLS
PRIMARY SKILL MINOR SKILLS
8 Influence 4 Computer
QUALITIES NOTES XP
Officer Captain, ESF 50
30 Motivations: Attachments [1] Romance [1]
Hardy ATM-1, RAD+1, TMP-1
Promotion (ESF) [4] Vengeance [1]
Jury Rigger (none) 5
5
Interests: EGF History [6] Solar Politics [6]
Will to Live (none)
Asteroid Belt Locales [6] Milky Way Stars [6]
Lost Sense Smell/Taste -20
Classical Naval Battles [6] General Patton [6]
Out of Touch Level 3 -15 Strategy Games [6]
Languages: English
Gear: Taser Shock gloves Specialized Light
Armor Commlink
The Captain, a longtime veteran of the EGF, was close
to retirement when the call came in: All EGF personnel
available were to be transferred to newly constructed
ESF ships for the offensive into Bactaran space. Now on
assignment in a faraway star system, he hopes only to keep
the galaxy safe for his family back on Hyperion Station.
2 CTZ B.C. B
1 1
5 BIO
6
5 2 SPECIES: Voran (female)
HOMEWORLD: Voruna
WIL BOD
6
5
5
4
I REA
4
2
XP
HA
2
M
3 TOTAL: 290 NAT: 290
3
4
CULTURE:
3
4 Voran Libertine
SKILLS
PRIMARY SKILL MINOR SKILLS
6 Crafting 1 Influence
SECONDARY SKILL
3 Science
QUALITIES NOTES XP
Brick Wall (none) 10
1 CTZ B.C. B
1 2
3 BIO
5
4 2 SPECIES: Human
HOMEWORLD: Earth
WIL BOD
4
5
4
5
I REA
3
5
XP
HA
3
M
2 TOTAL: 430 NAT: 430
4
6
CULTURE:
2
6 EGF/ESF Officer
SKILLS
PRIMARY SKILL MINOR SKILLS
8 Influence 2 Art
1 Computer
SECONDARY SKILL 1 Crafting
6 Tactics 1 Science
Coordinated Attack
QUALITIES NOTES XP
Officer Commander, ESF 25
Scarred Level 2 -4 Interests: Solar System Exploration [6] Video Games [5]
UEN Politics [5] Star Wars [4] Birdwatching [3]
Languages: English
Gear: Battle Rifle Shock gloves
Bulletproof vest Commlink
The leader is naturally charismatic, and inspires loyalty in
his team. This has allowed him to progress quickly in his
military career, especially in the chaotic environment of the
Orion War. Like the best leaders, he won’t ask his followers
to do anything he’s not willing to do himself.
1
HOMEWORLD: Bactara HOMEWORLD: Redland
WIL BOD WIL BOD
6
5
1
4
2
AG
T
T
PER IN
PER IN
4
3
I REA
I REA
4
2
3
3
1
XP XP
HA
HA
2
2
BEA AN C OFC: 0 BANK: 19 OFC: 0 BANK: 27 BEA AN C
0
1
M M
TOTAL: 335 NAT: 335 TOTAL: 250 NAT: 250
-1
4 4 2 3
1 1
CULTURE: CULTURE:
4 3
1 3 Moti Solar Refugees Inhumans 2
SKILLS SKILLS
PRIMARY SKILL MINOR SKILLS PRIMARY SKILL MINOR SKILLS
QUALITIES NOTES XP
QUALITIES NOTES XP Genetically Modified (none) 20
Will to Live (none) 5
Freakish (none) -15
Freakish BOD -15
Muscle Tone (none) 10
Short Fuse Level 1 -5
Webbed Hands (none) 5
Bad Reputation Level 1 -5
Tissue Reinforcement (none) 5
Asexual (none) 5
PTSD Scientists, Level 5 -25
Lenny (none) -10
Erotophobia Level 3 -15 Motivations: Achievement [3] Romance [3] Vengeance [2]
Scarred Level 3 -6 Wanderer [4] Daredevil [3]
Interests: History of Texas [3] Redland Politics [2]
Motivations: Attachments [2] Avarice [1] Vengeance [4]
Languages: English
Interests: Bactaran Action Media [5] Bactaran Sports [5]
Gear: Brass Knuckles Light Armor Commlink
Historical Fiction [4] House of Moti History [4]
Bactaran Astrology [2] Born an experiment, the genetic prisoner would have died
an experiment if she hadn’t fought with everything she had.
Languages: Kortona
After escaping from the facility, she learned of a new land
Gear: Axe Spacesuit (Bactaran) Commlink where people, even people like her, would be free to live
their lives—the faraway land known as Earth.
Though first raised with the culture of a proud warrior, hard
reality set in when there was no righteous enemy to fight,
but instead, simply mouths to feed. They took up work in
the Solar asteroid belt, mining precious metals. When their
fellow miners were slaughtered by the EGF as a result of
a misunderstanding, they made up their mind to be the
warrior they’d dreamt of being as a child.
7 6 7 8 7 7 6 2 3 2 2 2 2 2
Guigu Rural
Unification Charter
Base Income: Base Income:
⚭500; Base Price: 1.5 ⌔250; Base Price: 1
2 3 2 3 3 4 3 2 2 1* 2 2 2 2
Symtraya
Guigu Urban
Base Income:
⌔400; Base Price: 1
Motivations:
Attachments, Avarice,
Romance
Interests: Research
Species: Guigu
Motivations:
Attachments, Romance, Wanderer
Skills: Pilot 3
Languages: Symtrayan
While their agrarian rural areas have not changed Tech Notes: * Like Voran queens, the Symtraya’s brains are capable
much in several centuries, the Guigu’s cities are thriving of advanced calculations, simulating a CPU TL of their INT.
metropolises of progress and science. The Guigu PRP: Magnetic Field Drive (Biological)
are extraordinarily cordial and good at living with
others in tight environments—excellent space travel
companions. Considering their level of development, A naturally spacefaring species on the verge
they are capable of impressive space travel. This is of sentience. The Symtraya culture is not well
thanks largely to their highly magnetically active developed, and is roughly equivalent to an aborig-
homeworlds, which prompted them to invest heavily inal tribe. However, their instinctual knowledge is
into research on Magnetic Field Drives. This technology surprisingly extensive, giving their culture a leg up
allows them to fly in space without fuel concerns. As over similar cultures of other species.
a result of all this, they have managed a spacefaring
civilization and fly by the seat of their pants, without As the Guigu reach into space, they have come into
advanced materials, or even so much as efficient radio conflict with the Symtraya. At first this was about
communication—all communication with spacecraft orbital territory, but when the Symtraya learned
is done by signal lights. Guigu pressure suits resemble that the Guigu use parts of dead Symtraya to move
turn-of-the-century heavy metal diving suits; in fact, their spaceships, they become more aggressive
their spacecraft are all composed of heavy materials towards them.
like iron, rather thant he so called “space age” materials
that were prerequisites of space travel on other, less
magnetically active worlds. Most of their advanced
science is magnetics based—the planet Kennu and its
large moon, Sawu, are both extraordinarily magnet-
ically active, making this technology particularly
promising. They have not yet understood it fully, but
their space program is made possible by harvesting
organs from the spacefaring Symtraya race. The ESF
ships which made first contact with the Guigu were
disabled when they came close to the binary planet,
causing some of them to crash. Kennsawu’s magnetic
field plays havoc with the electronic systems that most
ships of other races rely on, unless they are heavily
shielded—entering the Kennsawu system is akin to
encountering a solar flare.
White Sky
White Sky (1730-2117)
A Voran Queen and general in charge of the Tactical Corps.
After being instrumental in bringing an end to the Orion
War and the signing of the Treaty of Parella, White Sky
retired from military service to serve on the leadership
council of Parella Station. It was largely due to her support
(financially and politically) that Parella Station was able
to declare independence during the Artifact War, but this
was not a popular move; she was assassinated in retaliation
shortly thereafter.
helped spark.
Guardian Smoke
Guardian Smoke was White Sky’s most accomplished
offspring. Guardian worked for White Sky’s administration
of the Tactical Corps and the early years of Parella Station.
Upon White Sky’s assassination in 2117, Guardian chose
to begin her metamorphosis into a Queen, taking up her
mantle as the leader of Parella Station, in cooperation
with Cal Jones and the rest of Parella’s leadership council.
Eventually, the Unification Charter military was granted a
permanent voting seat on the leadership council, which
Guardian was elected to fill. Guardian is renowned for
her military leadership tactics (even before she became a
Queen), and was a vital part of ensuring Parella Station’s
independence during the Artifact hunts.
3 CTZ B.C. B
2 2
1 BIO
4
1 4 SPECIES: Bactaran
-1
1
HOMEWORLD: Bactara
WIL BOD
5
1
2
6
I REA
6
6
1
XP
HA
5
M
TOTAL: 275 NAT: 275
-1
5 5
3
CULTURE:
5
1 4 Unification Charter
SKILLS
PRIMARY SKILL MINOR SKILLS
7 Pilot 1 Computer
QUALITIES NOTES XP
Officer Pilot, UC 15
Motivations: Achievement [4] Promotion (UC) [1]
Necrophobia Level 4 -20 Romance [2] Daredevil [3]
Radiation Sickness Level 2 -10
Interests: Spacecraft designs [5] Voran games [4]
Scarred Level 2, Lesions from crash -4 Human sports [3] House Punomah Traditions [2]
Languages: Martoki
Gear: Taser Shape Memory Gloves Spacesuit (Bactaran)
Commlink
The pilot was never particularly ambitious, but their skill
landed them this assignment. It was a crucial one: the
protection of Parella Station from threats in the system.
They know they may be called on at any moment to destroy
a derelict vessel on a collision course with the station, but
they has all the motivation they need: their friends on the
station are their family.
6 CTZ B.C. A
1 2
1 BIO
3
1 3 SPECIES: Guigu
1
HOMEWORLD: Kennu
WIL BOD
3
5
4
5
I REA MAG
2
5
XP
HA
2
M
5
2 3
4
CULTURE:
3
2 Guigu Urban
SKILLS
PRIMARY SKILL MINOR SKILLS
5 Computer 4 Survival
Communications 3 Science
1 Crafting
SECONDARY SKILL
4 Pilot
QUALITIES NOTES XP
Quick Healer (none) 5
-1
1
HOMEWORLD: Earth HOMEWORLD: Earth
WIL BOD WIL BOD
5
4
3
5
4
6
BORN: 2092 AGE: 28 BORN: 2074 AGE: 36
AG
AG
T
T
PER IN
PER IN
3
1
I REA
I REA
6
3
1
1
XP XP
HA
HA
4
6
4
5
M M
TOTAL: 330 NAT: 330 TOTAL: 345 NAT: 345
-1
2 2 6 4
5 5
CULTURE: CULTURE:
2 4
2 UEN Citizen Unification Charter 1 5
SKILLS SKILLS
PRIMARY SKILL MINOR SKILLS PRIMARY SKILL MINOR SKILLS
3 CTZ B.C. C
2 -1
4 BIO
1
4 1 SPECIES: Voran (queen)
3
HOMEWORLD: Voruna
WIL BOD
6
1
3
4
I REA
3
5
1
1
XP
HA
2
M
6 TOTAL: 965 NAT: 965
6
5
CULTURE:
5
5 1 Voran (queens)
SKILLS
PRIMARY SKILL MINOR SKILLS
10 Influence 6 Medicine
FEATURED CONTACT
NAME: Signal Meat (Voran male) SKILLS: QUALITIES:
BOND: 5 Influence [4] Black Market Pipeline [2]
FAVOR: 0 Crafting [3] Hurricane [-5]
206
206
Stats
XP Available at birth 50 Body Class B
+1
BOD
WIL
GRV TMP
AG
T
IN
0-6 2-3
I
REA
PER
Human Female
0-4 2-4
A
CH
RAD ATM
BEA
MAN
Blood
Humans have red, iron based blood to supply oxygen and
energy to their cells. While it normally clots safely after
injuries, there are a few major arteries which can cause
them to bleed to their death if ruptured.
Humans 207
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
Guangdong Region
UEN Flag
Humans 209
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
Stats
XP Available at birth -15 Body Class B
+2
-1 WIL
BOD
+1 Bactaran
GRV TMP
AG
T
IN
0-5 3-4
I
+1
REA
PER
0-4 1-3
A
CH
RAD ATM
-1 MAN
BEA
House of Moti
+1
for a Bactaran to bleed to death; a severed arm will drain
one system of Hon-karona, but the cells in the rest of the
arm will be kept alive by the Hon-kateka fluid until the
Hon-karona system clots. Thanks to this system, a Bactaran
Puberty Pro Middle Old who is in the Bleeding Out state from Piercing or Crushing
damage will not actually "bleed out”, and will not take any
15 20 30 70
additional damage over time.
0 AQP 1 AQP 3 AQP 5 AQP
Bactarans 211
212 Bactarans
Bactarans 213
Punomah flag
Moti flag
214 Bactarans
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
+3 +2
+1
BOD BOD
WIL WIL
GRV TMP GRV TMP
AG
AG
T
T
IN
IN
0-7 2-5 0-5 3-4
I
I
+1
REA
REA
PER
PER
0-8 0-4 0-2 3-4
A
HA
CH
Included Qualities: Carapace (1), Eidetic Memory, Asexual Included Qualities: Carapace (1)
216 Vorans
+1 -1
WIL
BOD
-3 WIL
BOD
AG
AG
T
T
IN
IN
I
I
+1 +1
REA
PER
REA
PER
A
A
CH
CH
+1
Vorans 217
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
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
220 Vorans
Infrastructure Corps
The Defense Corps are the newest, but one of the most
powerful, of the major Voran Corps. There was no need
for such a corps until first contact was established with
the Bactaran Republic (not long before the Korzof-Moti
discovered and occupied Earth). Once the existence of
other alien worlds became known, the Defense Corps were
organized by members of the Infrastructure and Merchant
Corps to ensure a secure perimeter in the Voruna system,
protecting the system and its travel and trade routes from
any potential alien incursions.
Infrastructure Corps glyph
The focus on space combat implies a significant number
The largest, oldest, and most influential of the Corps, the of spacebound Queens and Hubs. As a result, females in
Infrastructure Corps, is steady and stable, and largely the Defense Corps metamorphose into queens at a much
responsible for the smooth flow of goods and people higher rate than any other Corps, with approximately 90%
around the Voruna system. The Infrastructure Corps has of females who survive to the age of maturity becoming
taken on a number of miscellaneous tasks that are far Queens. As a result of this, Defense Corps Queens are often
ranging but not directly infrastructure related, and is the belittled relative to other Queens, who are frequently proud
closest thing Vorans have to a centralized government. of having beaten the odds and risen to the top of their
society to metamorphose.
It is the Defense Corps who, using Junardms borrowed from
the Infrastructure and Merchant Corps, flood through the
warp bridge into the Parella System in 2109 to put an end to
the fighting between Humans and Bactarans, and thus play
a significant role in the formation of the Unification Charter
and Parella Station.
Vorans 221
Every community of significant size has its own Tactical The Engineers Corps is the most pervasive of the Corps.
Corps, who are tasked with performing military strikes Engineers retain their membership in this Corps while
(both offensive and defensive, though since first contact, going on to serve among the ships and projects of every
typically focusing on offensive force). Though these have other Corps, with membership in the Engineer Corps
historically varied in size and number, the most prominent treated much the same as being part of a guild or union.
of these since first contact with aliens has been the Non-Corps engineers are considered second rate and
Varhanna Tactical Corps, formed of many merged Corps on are not trusted with major tasks. They are responsible
the Vorans’ home planet. for inventing and maintaining the Vorans’ advanced
technology.
The Tactical Corps is best known among Humans as the
Corps which sent ships to aid Earth at the end of the Because engineers, unlike many other fields, do not take
occupation. It was also a diplomatic envoy to Bactara sent membership in the Corps which they serve, the Engineers
by the Varhanna Tactical Corps which made contact with Corps is particularly well connected throughout all areas
the Sirius Expedition, also en route to Bactara, and made in which Vorans have influence. Due to this, they are in a
official first contact with humankind six years after the end unique position to be used as spies and liaisons; anytime
of the Occupation. As a result, this Corps is particularly well there is a group of more than a handful of Engineers Corps
regarded on Earth, even though Humans have relatively engineers serving somewhere, it can be expected that one
little direct contact with the Tactical Corps after this time. of the group will be serving as a spy.
222 Vorans
Vorans 223
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
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
226 Guigu
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
228 Guigu
Stats
XP Available at birth -60 Body Class C
Symtraya
+2
+1 WIL
BOD
GRV TMP
Physiology
AG
T
IN
0-3 1-4
I
+2
PER
Spaceflight
REA
MA
RAD ATM
G
MAN
BEA
-1 hermetically sealed and pressurized. Their primary means
of movement is a magnetically charged organ known as a
proshu, which “pushes” against the magnetic field of the
planet. This allows them to accelerate in the vacuum of
space without expending huge amounts of propellant or
reaction mass, with the caveat being that they can only
move around a planet with a strong magnetic field, like
Kennesawu.
Puberty Pro Middle Old While impressive, this organ cannot provide enough lift to
fully counteract the pull of the gravity on Kennu, at least
20 40 100 300
not for most Symtraya. (The smaller world, with its lower
0 AQP 1 AQP 2 AQP 3 AQP gravity, is much easier to lift off from.) The amount of thrust
is not a critical issue when in orbit, but launching to orbit
requires some assistance. This comes from two sources.
First, the Symtraya have wings which, when extended,
provide lift when at speed; they do not flap like a bird’s
wings, only “glide”, so they tend to launch off of mountains
Kennesawu and cliffs to get started. Once gliding, they can use their
The Symtraya’s biology and life cycle are intrinsically tied to proshu to build up enough speed to climb. Once this speed
their homeworld of Kennesawu, a binary planet consisting is built up, the combined lift from gliding and proshu
of two worlds in a tight orbit around each other. Kennu, the is enough to keep them aloft, as long as they maintain
larger body, is where the ancestors of the Symtraya evolved, their speed.
as well as the home of another sentient species, the Guigu. The other assistance in getting to orbit comes from
It has a rich oxygen-nitrogen atmosphere. The smaller the smaller body, Sawu. By launching from a particular
world, Sawu, has a thinner but still breathable atmosphere location on the surface of Kennu, the Symtraya use their
due to its lower gravity. The two world are tidally locked momentum to reach an area of lower gravity between the
to each other, spinning as a unit in a 52-hour day. Most two bodies. Once there, the low thrust of the magnetic
crucially, both worlds have iron cores and, together, create drive is sufficient, and the Symtraya can easily achieve orbit
an incredibly strong magnetic field. around either body.
Symtraya 229
230 Symtraya
Orion Nebula
Mintaka
Sirius
Ishtar
Bacto Parella
Sol
Backdoor
Drysar
Redland Voruna
Gliese 667
Kepler-22
Kennesawu
Overview
Kepler-62
LEGEND
Landing Node
Orbit Node
Lagrange Point
Crashing Node
Synchronous Orbit Node
Ring Orbit Node
Precision Spacecraft Threshold
Astronautics Threshold
Warp Bridge
World Luna
Luna, Earth’s moon, experiences extreme tempera-
ture shifts during its month long cycle of light
and dark, like many worlds with no atmosphere.
It is only habitable inside domes, which contain
atmosphere and equalize the temperature shifts.
World Ceres
Habitat: Ceres, the largest asteroid in the belt by
far, serves as a travel hub between the asteroid belt
and effectively everywhere else. In the late 21st
century, it becomes the first place where human
and Bactaran civilians coexist, and, for better or for
worse, this cohabitation becomes its defining trait
over the years. As such, its environment is tailored
to the survival of both humans and Bactarans.
World Saturn
Outside: Thanks in part to the orbiting Warp Numerous ice mining operations are established
Bridge, and in part to its vast array of moons, on the various moons, providing water and oxygen
Saturn becomes a hub of activity in the last to the planetary system, while Titan and Phoebe
decades of the 21st century. Hyperion Station is provide a number of other materials required
built as a transport hub between all these destina- for life. The warp bridge and the activity it brings
tions, being the nearest moon to the warp bridge. boosts the economy with trade and tourism.
World Hyperion
This tiny moon would not be worth notice if not
for its proximity to the Sirius warp bridge, and
by virtue of this, proximity to Hyperion Station.
Water ice is mined from this moon for rapid
response demand purposes on the station. When
water is needed quickly, ships are dispatched here.
Herschel Station
Station: Herschel Station, built in 2095, is Hyperion
TMP ATM RAD GRV
Station’s bigger, wealthier countepart. While
Hyperion Station is a hub of travel and the gateway 3 2 0 1
to the warp bridge, Herschel Station is Saturn’s
marketplace. Built by the wealthy colonists of Titan
to facilitate trade of foodstuffs and other goods, it
overshadows Hyperion Station in size, importance,
and luxury within five years of opening.
Phoebe
Phoebe is mined for its water ice, but for a more
specific purpose than some of Saturn’s other
moons. Phoebe’s ice contains approximately 8
times the level of heavy water compared to other
bodies nearby, making it a good source of deuteri-
um, which is used in Bactaran fusion-ion engines.
Phoebe was used by the Bactarans to fuel their
mining ships during the Expansion Era, and after
Humans began using fusion-ion drives, they too
began to use Phoebe this way.
Sirius in 2003
Sirius A Sirius B
This large white star lies at the center of the This white dwarf is about the size of Earth, but
system. Sirius A is about twice as large as the contains the mass of the sun. Having exhaust-
Sun and radiates around 25 times as much ed most of its fusion capable elements, the star
heat. Sirius A has three planets inside the long ago passed through a red giant phase, and
orbit of Sirius B, whose gravitational influence is now relatively cool.
has cleared out any other potential planets
between about 6 AU and 35 AU from Sirius Its orbit around Sirius A takes it closer or
A. One distant planet, Fringe, orbits outside further from the larger star every 50 years. Its
Sirius B; it is generally thought of as a planet of closest point, perisir, on years ending in ’44
Sirius A, though it technically orbits around the and ’94, and its furthest point, aposir, on years
epicenter of both stars. ending in ’19 and ’69. Perisir is at a distance of
8.2 AU, and aposir is at a distance of 31.5 AU.
This distance has an effect on the transit time
between Sirius A and B based on the point
in the orbit. At aposir, the base transit time
between them is 10 years. At perisir, the base
transfer time is just 1 year. (The base ΔV cost
for the transfer is not affected by the different
phases, only the transfer time.) Transit times
from Sirius B to the outermost planet of the
Sirius system, Fringe, are longer and invert-
ed-0 years if transiting from perisir, 5 years
if transiting from aposir. The ultimate result
is that nearly all of the activity in the system,
including all warp bridge transfers and major
settlements, happen around the Sirius B star.
However, a few isolationist Bactarans have
established a colony on one of the planets
around Sirius A, for the explicit purpose of
being far from civilization.
240 Sirius
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
Long Spring/Fall:
Before and after the Long Summer, there are two time
periods of about 10 years each when temperatures are
suitable for life on Saizok.
Long Winter:
Thanks to the realities of orbital mechanics, the long
winter of Sirius B takes up about 25 years of each 50-year
orbital cycle. All water in the system is frozen, and in the
deepest part of the winter even nitrogen sometimes falls
as a liquid from the sky.
242 Sirius
Kulos Fringe
Kulos, the third planet orbiting Sirius A, lies This large planet orbits the Sirius AB system
just inside Sirius B’s closest approach to the at a wide range with a 200 year orbital period.
larger star; its 2.5-Earth-year orbit is in 20:1 It was undiscovered by the Bactarans in the
mean motion resonance with Sirius B, and time they inhabited the system, but when
when Sirius B is at its closest point, Kulos is at Humans entered the system during the Orion
the closest point in its orbit. Nonetheless, it War, charting vessels discovered the planet. It is
remains locked in stable orbit around Sirius A. cold and inhospitable, but spectroscopic analy-
sis indicates that its moons are rich in various
The temperature on Kulos ranges from “too hot” exotic minerals. An automated mining fleet is
to “much too hot”. The stats given here are for dispatched to Fringe by Humans in 2110 (one of
aposir (Sirius B’s furthest point), and the TMP the last things Humans do before withdrawing
and RAD rise to 8 during closest approach. from the Sirius system as a part of the treaty),
set to arrive at Fringe by 2118, and to return to
TMP ATM RAD GRV orbit of Sirius B by 2174 with valuable minerals.
5 4 2 5 2 4
TMP ATM RAD GRV
1 3 1 6
Koloa
This molten ball of rock orbits close to Sirius A—
Brinok
so close that the star’s corona lights up a fair
amount of the “night” side. Another hot, lifeless rock.
Sirius 243
Lastworld
700K
3
Backdoor Warp Bridge
B Ring
2K
3 400
2 200
Freeman
1K
1 400 500 5
2 400 2
500
2
Travers
400 200 2 200
2
Spring
400 1K 1 400 1
Bo
2 400 5 1.2K 2
Jason
2 600 500 2 2K
2 600 1 A Ring 2
700 2
1500 1 400
400
2K 1
5 700
1
Clock
Redland 500
800
1
3
12K
5 4K
2
800K
1
1K
1 Roast
500K 14K
2 800K 4
3 1K
Pepper
Salt
Weeker 500 1K
3 400 1
2K 2
2 400
1 500
1
LEGEND
4K
1
Landing Node
1K Orbit Node
1v
Rabbit Lagrange Point
8K
3 Crashing Node
7K
2 Synchronous Orbit Node
2K Ring Orbit Node
2
Precision Spacecraft Threshold
Astronautics Threshold
Warp Bridge
Gliese 581
244 Redland
Redland 245
World Laylow
Also known as 10180i
246 Parella
Sirius Bridge
Softmoon
Varhanna Bridge
1K
Sol Bridge
5
Bridgehub
Mintaka Bridge
400
Kepler-22 Bridge
2 900
Leviathan
1K
Kepler-62 Bridge
1 1.4K 5 1K
Parella Station
2K 2 1.2K 5
2 B Ring 3 1K
800 5 2.2K
2 1K 5 800
Farmoon
800 3 4K 2
1 400 3
900 2k
1 500 2
1 700 2
400 1 700 2K
1 500 1 400 2
1 400 1
1 400
1 500
1
1K
2
2.5K
2
1K
3 500
Prism II
3 500
Prism III
1
Prism 800
2 800
1 500
2
14K 600
900 3 1
1K
2 1
500
1
Pummel
500
3K 2
1
9K
5
600
Brick 2
600
2 2K
1
10K
4
700
1
700
Bloc 2
700
2 2.5K
1
8K
4
1.5K
2
Laylow
1.8K
1K 2
1
8K
4
LEGEND Cynical
2K
2
Lagrange Point 4K
2
Redquiet
Crashing Node
2K
Synchronous Orbit Node 7K
3
2
Ring Orbit Node
100K
2
Precision Spacecraft Threshold
Astronautics Threshold
Warp Bridge
HD10180
Parella 247
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
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 C
150K
2
5K
Mintaka II Bridge
2
2K
Mintaka IV Bridge
5 2K
5 2K
5 2K
5 1K
Dulehs 800
1 700
2 200
1
Versa
400K
2 700 1 50K
Fulixa
2 700 2
Hoyan
2 700
800 700 2 700
2 20K 1 700 2 400
2 1 600 2 700
1 500 2
1 500
1 400
1
1K
1
Bacto Bridge
2K 800K 2K
Monik
Sirius Bridge
5 2K 2 1
Parella Bridge
Pleiades Bridge
5
Fazon
2K
5 2K 15K
Satuk 5
1K
1
700 1
8K 2 700 1K
2 2 700 2
1K
1 2 700 5K
800 2 1
1 500
1 400
1 500
1
4K
LEGEND 2
Orbit Node
2
Mintaka Ab
Lagrange Point 150K
2
5K
Crashing Node 2
Synchronous Orbit Node 100K
3
Ring Orbit Node
Precision Spacecraft Threshold
Astronautics Threshold
Warp Bridge
Mintaka (Aa1 & Aa2)
250 Mintaka
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
Bacto
Backdoor Bridge
700
Thojaka
1
8000
3
/bɑktoʊ/ 1000
1
6000
2
500
Asteroid Belt 2
500K
Formok 1
500
1
5000
2
13K
4
700K
1
Asteroid Belt 1
4000 700
3
Boruwak
2000
2
Guraza
4000 1 2000
Gawpor
2 700
3 5
1200
Bactara
2000
1000 1200 5 2
3000
1 2 300 2
Mintaka Bridge 4000
1200 4 400 3
1 4
700 700 700 5K
1 2 2 2
600
1 700
1 900
LEGEND 1
1000
1
Landing Node
15K
Orbit Node 1
Foka
Lagrange Point
12K
Crashing Node 3000
5
2
Synchronous Orbit Node
100K
Ring Orbit Node 2
252 Bacto
Bacto 253
254 Bacto
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
This system is charted after the Orion War, and what’s found
here is critical to the Artifact Era.
Kepler-62f I
200
Kepler-62f II
2K 1
Kepler-62f III
200 3
1
Parella Bridge
3K
3 1000 Kepler-62f
Kepler-62f IV
500 1
3K
1K 2
Kepler-62f V
300 3
2
Kepler-62f VI
1
Kandam
7000 1
2
Lemuria 500
1 700 800
700
2 2 700 1
2
A Ring
15K 350
2K 5 1
7000
1 2
1.5K
1
1.2K
Asteroid Belt
4000
1
Kepler-62d
6000
8000 2
2
25K
5
20K
Kepler-62c 3
5K
2
LEGEND
2000
2
Landing Node
20K Orbit Node
3
Kepler-62b Lagrange Point
12K Crashing Node
3
3000
2 Synchronous Orbit Node
100K Ring Orbit Node
2
Precision Spacecraft Threshold
Astronautics Threshold
Warp Bridge
Kepler-62
256 Kepler-62
Kepler-62C
Slightly smaller hot rock
Kepler-62 257
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
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
260 Varhanna
World Crescent
World Serenity In stark contrast to the planet which it orbits,
society on Crescent is actually far more depen-
This large planet is habitable to most Vorans, but dent on Queens than on the Voran homeworld.
is almost entirely inhospital to Queens—their Though a few domes exist, almost all Vorans on
carapace is deformed and crushed under its own Crescent spend their entire lives inside Queens.
weight in this gravity. Though it’s possible to add This is possible thanks to a constant flow of
structural support to the carapace to compensate, near mature females from Serenity (those who
it’s uncomfortable and largely unnecessary, as a have decided to grow into Queens, usually for
Queen could simply live on the moon Crescent the benefits of longevity that metamorphosis
instead. provides), the chemically rich dirt on the moon,
As a result, Serenity has become one of the few and advances in medical and food technolo-
places in the system where the population lives gy allowing sustainable nutrition grown in an
almost entirely without Queens. The population atmosphere that normally would not support life.
has developed drugs to prevent females from Civilization on Crescent consists mostly of a series
metamorphosing into Queens when they mature, of Queens connected by pressurized tubes, with
and relies on incubators to create children. domes for gathering at the intersection of many
Because drones are not needed to take care of the of these tubes..
Queens, very few drones live on Serenity, either.
Serenity is also far enough away, and has enough TMP ATM RAD GRV
atmosphere, that the solar storms have minimal 3 1 1 3 0 2
effect on the climate here (TMP and RAD are
increased only by 1). As a result of this, Sereni- During Storms: Although the distance of the sun
ty has become the largest enclave of the Voran tempers the strength of the storms somewhat,
Libertine culture anywhere. Crescent does not have a protective atmosphere like
Serenity, and the environment is affected by them.
Varhanna 261
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 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
Kaduhei
This large, distant world hosts Kennesawu’s
only warp bridge.
264 Kennesawu
266 Qualities
Qualities 267
Prodigy (20)
Duration: Lifetime Type: Mental
This character is able to learn more quickly than most
people his age. The skill caps in any particular age range are
increased by 2, to a maximum of 12.
268 Qualities
Qualities 269
270 Qualities
Qualities 271
272 Qualities
Qualities 273
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
Qualities 275
276 Qualities
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
Muscle Tone
(XP Cost: 10 × Rating) (Retroviral cost: 20k × Rating, rarity 6)
MED TL 5; Rating 1 to MED TL ÷ 3
Adds RATING to AGI.
Engineered Immunity
(XP Cost: 15) (Retroviral cost: 20k, rarity 2)
MED TL 5
(This is equivalent to the Natural Immunity quality found
on page 268)
Nervous Enhancement
Gills image (XP Cost: 15 × Rating) (Retroviral cost: 20k × Rating, rarity 8)
MED TL 8; Rating 1 to MED TL ÷ 3
Gills The standard chemical nerve connections are replaced by a
(XP Cost: 15) (Retroviral cost: 15k, rarity 6) more direct electrical signal, which increases reaction time,
MED TL 6 adding its RATING to REA.
If the species does not have them already, adds gills and
the ability to breathe underwater. This does not confer Prodigy
extra ATM pressure tolerance, so the typical dive depth will (XP Cost: 20) (Retroviral cost: 30k, rarity 5)
be limited. MED TL 5
(This is equivalent to the quality found on page 268)
Glitter Chromatophores
(XP Cost: 5) (Retroviral cost: 10k, rarity 3) Regeneration
MED TL 5 (XP Cost: 30 × Rating) (Retroviral cost: 40k × Rating, rarity 3)
This modification, available only to Vorans, alters the MED TL 9; Rating 1 to MED TL ÷ 4
chromatophores used for communication to take on an Enables extremely rapid healing from damage. Every
unnaturally shimmering, glitter-like reflectiveness. This time initiative is rolled, if this character has taken physical
is seen as flambouyant by some, and obnoxious by others. damage, she immediately removes RATING damage from
In any case, it is certainly going to get the Voran noticed, her physical damage bank. If there is no physical damage,
gaining the same effect as Distinctive Style at level 2. stun damage is healed instead.
278 Qualities
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
Dynamic Ration Device: This is an emergency nourishment At CPU TL 6, it keeps a record of all blood/scanner results of
provider that is intended to provide for basic nutritional its users, and access to this data gives a doctor +4 dice on
needs. It contains a stock of nutrutional material and a all Diagnosis or Pathology tests involving someone who
bioscanner which analyzes the user’s blood, determines regularly used the device. These records may be disabled or
which nutrients are most needed, and creates a ready-to- deleted by the user.
eat meal containing only those nutrients. It takes a
specially-made ration as its raw material, and doubles the At MED TL 8, it is capable of adapting its nutritional output
effect of those rations. to the needs to any species.
At MED TL 6, a non-invasive scanner replaces the invasive First Aid Kit: A First Aid Kit adds its rating to healing tests
blood test. in which it is used; the kit is consumed after any given set of
medical actions (as determined by the GM), often good for 1
At MFR TL 7, it can take any biomatter as its raw material, combat scenario’s worth of medical care.
not just specially made rations.
Rating may be between 1 and the culture’s MED TL.
282 Gear
Light Armor
Gear 283
Environment Suit
284 Gear
Gear 285
286 Gear
Primitive ED 0/0 1 0 0 0 0 A0 No 10 1
Embedded
1/4 1 1 0 1 1 A0 No 10 3
Device
Secure ED 2/4 2 1 0 3 2 A0 No 20 6
Router 1/5 1 6 1 1 1 A2 No 50 3
Datastick 0 0 0 3 0 2 A0 No 10 4
Data Drive 0 0 0 5 0 3 A1 No 20 5
Data
0 0 3 6 0 4 A2 No 200 5
Mainframe
Embedded
1/3 1 1 0 1 1 A0 No 200 3
Nav
Gear 287
Datastick
288 Gear
The Navicomputer can use the Astronautics, Deep Space Tactical Network Software: 1 IP: Adds (RTG) dice to the
Maneuvering, and Precision Spacecraft specializations. Its Team Pool; runs automatically each turn.
dice Pool is (CPU TL ÷ 2 + CPU), which is the same dice pool Rating is between 1 and (CPU TL) / 2
for the abilities listed below, if it has them. For Astronautics
(and only Astronautics), the Navicomputer can roll as an AR Tactical Net: Should be run by individual team
assist to the pilot’s own Astronautics test. For the Deep members. Allows the character to add (Rtg) to every
Space Maneuvering and Precision Spacecraft specializa- perception test, if he is near other teammates whose
tions, the test incurs a GR of 1. sensory inputs may contribute to the test.
At CPU TL 5, the Navicomputer can use the Deep Space Hardening: Adds (Rtg) dice to resist any electrical damage.
Maneuvering Specialization without a GR. At CPU TL Rating may be between 1 and (MFR TL)
6, the Navicomputer can use the Precision Spacecraft
Specialization without a GR. Extra Sockets: Adds 1 to the Network rating of the Core
The Navicomputer can be purchased at a RATING of up to Ruggedization: Adds (Rtg) dice to resist any impact or
(CPU TL / 2). ballistic damage. Also adds (Rtg/3) to the Core’s Weight
attribute.
Embedded Nav: An embedded form of the Navicomputer.
It can make the same tests, but for all tests, the GR is Rating may be between 1 and (MFR TL).
increased by 1, unless the CPU TL is 6 or higher. Used by Camouflage: Disguises the Core as Something else of a
many small, automated spacecraft, such as Smart Chaff and Similar or greater Size.
Cube Sets.
Rating may be between 1 and (MFR TL), and Serves as the
threshold for detection
Gear 289
290 Gear
Neural Interface
Gear 291
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
Gear 293
294 Gear
Gear 295
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
Gear 297
Arsenic 5 1: 1P, V 1: 1P
Nicotine 5 10 mg 1 No Effect
Salt 1 No Effect
298 Gear
2: 1P,
Z 1: 2P No Effect
Z
70 mg 30 mg +1 REA 100g 3S
30
5 ppm 10 ppm +1 PER 2: 1P 1: 1P No Effect
ppm
100
4S, Z 1: 3P No Effect No Effect
ppm
40 3: -1 -1 PER,
25 mg 2Pn 4: 4S -1 REA
mg REA -1 MAG
2: V, 1S E 3: V No Effect
3: 1P No Effect No Effect
+1 CHA, 3:
No Effect 3: 2S 2 +1 BOD
H -1 AGI
4: 2S,
No Effect -1 REA 0.5 No Effect
V
Gear 299
Survival Knife
300 Gear
Throwing Shuriken 0 +3 2P 70
Throwing Boomerang 0 +2 5I 20
Gear 301
Tonfa/PR24
Shape Memory Boomerang
Tonfa/PR24: This hard club is often used as a nonlethal law
Shape Memory Boomerang: This boomerang becomes a
enforcement weapon.
sharp blade in midair, and can adjust its shape to improve
Collapsible Tonfa: Can collapse or expand with a Simple aerodynamics.
Action down to a handle-sized object.
Javelin: The javelin is an excellent long range throwing
At CPU TL 6, it can collapse with a Digital Macro. weapon, and can be used as a spear when not being thrown.
Shape Memory Gladius: With a Digital Macro, the Harpoon: The harpoon is similar to a javelin, but has a
sword can switch between Piercing and Impact damage. hooked edge; if it successfully pierces the target, it will deal
Sometimes used by law enforcement to keep a nonlethal 2P damage unresisted when pulled out (Simple Action). It
option available. can be used as a spear in melee; if it pierces the target in
melee, the target is treated as being grappled until the
harpoon is pulled out. Note that the target themselves may
use a Simpe Action (and take damage) to pull it out.
Ranged Weapons
Vibroblade
302 Gear
Battle Rifle
Sniper Rifle: The sniper rifle is designed to function at long Grenade Launcher/Mortar: Using the Indirect Fire special-
range. It gains its full bonus (and no penalty) when being ization, grenade launchers fire grenades which explode on
used at Sniper Range. When being used at Long Range, the impact. Grenades are subject to Hurl ranges (see page 66).
shooter receives no bonus, but also ignores the normal This damage value is a default warhead; other available
penalty at that range. warheads are listed on page 307.
Blinding Laser: This laser is designed to confuse sensors
and damage eyeballs. When used against a vehicle, if the
attack action succeeds, it automatically targets the Sensor
system, dealing 1 unresisted damage to it instead of its
standard damage value, which can be repaired normally.
When used against a lifeform, if the attack succeeds, the
target adds the damage as a Sensory Overload Bank
(see page 70).
Attacks by this weapon across size classes must be handled
specially. If a larger Blinding Laser hits a smaller target,
treat it as a Thermal Laser with a base damage value of 6H
Submachine Gun
(in addition to the blinding effects). If a smaller Blinding
Submachine Gun: A small automatic weapon, useful Laser is targeting a larger target, the defense threshold is
largely for spraying bullets and covering fire. increased by 3 for each class difference.
Flamethrower: This special-purpose weapon is mostly The Auto attribute of this weapon depends on the PWR TL.
used as a tool for clearing brush, but there are certainly At PWR TL 5, Auto is 3; at PWR TL 6, Auto is 5; at PWR TL 7 or
times when it’s helpful to be able to set your enemies on higher, Auto is 10.
fire. Can only be used at Standard range. If used in Melee Missile Launcher: Using the Indirect Fire specialization,
range, everyone in Melee range of the target (including the missile launchers launch self-propelling missiles. Use
attacker) suffers the splash damage. the same rules as grenade launcher, but without range
Injection Gun: May be filled with any dosage of any limitations.
chemical or substance the shooter chooses (not included At CPU TL 4, the missiles may be upgraded with self-target-
with the price). If the shot pierces the target’s armor and ing capabilities, adding CPU TL to the dice pool.
deals damage, the substance is administered into the
blood stream.
Gear 303
304 Gear
100 200 X X X ✓ ✓ 6P 0 1 1 15
X 200 6,000 X X ✓ ✓ 8P 3 3 0 5
X 100 8,000 X X ✓ ✓ 7P 4I 2 3 0 2
X 800 X X X ✓ ✓ 7P 3 1 2 3 30 5
6P
300 700 4,000 X X ✓ ✓
(special)
150 400 X X X ✓ ✓ 3P 8E 0
(*)PXH
X 4,000 35,000 800,000 3m ✓ ½(*)I 1
(special)
4
X NA NA NA NA ✓ ✓ 12C
(special)
Gear 305
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
Gear 307
308 Gear
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
310 Militaries
Militaries 311
312 Militaries
Militaries 313
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
Captain (50)
Independently commands a vessel or outpost.
Admiral (80)
Leads a group of vessels which may operate independently.
Militaries 315
This vessel is capable of Warp This vessel was designed with an This vessel is equipped with landing
Bridge travel using a device known aerodynamic shape and can safely gear or legs and is therefore capable of
as a Junardm. See page 89 for more enter and fly in atmosphere without landing on the surface of a world such
information on this device. breaking apart. as the Moon.
Human Ships
Phoenix FRIGATE Built 2068–2080
With the establishment of trade relations with Bactara, a steady source of δ JUNARDM
Junardms allows Earth to produce its first interstellar ships. The Hammer class
represents humanity to the rest of the Arm for a good quarter-century.
ε RADIATORS
ζ DOCKING BAY
Weapons: 2x Thermal Lasers, 1x Coilguns, 1x Short-range Missiles
Defenses: 1x Chaff, 2x Lasers Heat 5 1 1 2
Attachés: 2x Transports
316 Ships
HAMMER
Ships 317
The FX-01 is a small, versatile fighter. It was designed in concert with the δ COILGUNS
Hammer cruiser, but the miniaturized coilgun central to its offensive capabili-
ties suffered from a number of delays, so it was not put into production until 3
ε THERMAL LASER
years later. The FX-01 fits neatly into the Hammer’s docking bays. The vessel’s ζ DOCKING PORT
landing legs include large foot-like pads. When extended, they provide wide
reach and excellent stability to land even on rough terrain; when retracted, they Heat 8 1 1
form part of the fighter’s armor. Part of the hull has straps to hold two people
from the inside and thrusters on the outside; it can be jettisoned and used as a
bare-minimum escape pod.
FX-01
VESTA
318 Ships
After 12 years of building frigates, Earth’s ship designers have learned a lot, able δ COILGUNS
to build a more reliable and capable replacement for the Phoenix class. The
addition of coilguns makes it a contender in combat, and the new fusion ion
ε DOCKING PORT
engines give it more than double the delta-V of the Phoenix. ζ AIRLOCK
Ships 319
While the FX-01 is an effective space fighter, its inability to enter the δ DOCKING PORT
Designed exclusively for the defense of the Solar System, the Everest weapons δ DOCKING BAY
platform is loaded with hurt. Not only does it have huge and powerful E-class
weapons, it has a lot of them, and in short is designed to be able to single-hand-
ε COUNTERMEASURES
edly win a battle against anything that could come through the bridge. And ζ BERTHING ARM
just in case that is not enough, it carries up to 50 fighters, too.
Heat 5 2
Weapons: 2x Thermal Lasers, 2x Coilguns, 4x Short-range Missiles
Defenses: 8x Lasers, 8x Intercepting Guns
Attachés: Mostly small fighters like the FX-03, with some FX-01’s and Breachers
320 Ships
Following the success of the Hammer class, the Vesta carrier was designed right δ JUNARDM
vessels (usually a mix of fighters and transports), and its own armaments are ζ BERTHING ARM
no joke either. The Vesta becomes the ESF’s flagship design for decades.
Heat 4 1 3
Weapons: 2x Thermal Lasers, 4x Short-range Missiles
Defenses: 1x Chaff, 4x Lasers
VESTA
Ships 321
When destroying your target is overkill, it may be time to send in some troops δ COUNTERMEASURES
to get the job done within the ship itself. The breacher is designed to crash into
enemy vessels and penetrate their hull, creating a pressure seal in the process
ε DOCKING PORT
(though, admittedly, not a perfect seal); while the breacher is attached, the ζ
damage it caused to the Pressurization system does not cause the system to fail
immediately; rather, it pierces the hull and creates an opening through which Heat 4 1
the intruders can enter. In order to minimize injury to the crew and the infiltra-
tors, all onboard breathe PFC fluid instead of air and ride in full crash couches
(there is no atmosphere and no pressurization system on the breacher craft).
As tensions build between Humans and Bactarans in the asteroid belt, it δ THERMAL LASERS
becomes clear that mere orbital weapons platforms are too reactionary to serve
as a sole line of defense against Bactarans scattered through the belt. Thus, the
ε COUNTERMEASURES
battleship—small enough to be mobile, though too large for warp bridges— ζ DOCKING BAY
was conceived and built. The EGF’s fleet of battleships patrol the solar system,
acting as a layer of safety between the Humans and the Bactarans. Heat 3 1 3
Weapons: 1x Thermal Lasers, 2x Coilguns, 3x Short-range Missiles
Defenses: 1x Chaff, 3x Lasers, 3x Intercepting Guns
322 Ships
The tiny, lightly armed FX-03 is a support fighter, mostly used in groups to δ
soften up enemies and make them vulnerable to larger fire. It saves weight and
protects the pilot from unconsciousness during high-G manuevers using PFC
ε
breathable fluid and omitting an atmosphere. ζ
Weapons: 1x Thermal Lasers, 1x Coilguns Heat 4 1
Defenses: 1x Chaff
The modern offensive flagship for the modern ESF. Heavily armed and always δ COILGUNS
leading a battle group with an Admiral aboard, the Hidalgo (named after the
asteroid on which it was developed) leads the Human race to the stars as the
ε DOCKING BAYS
An updated replacement for the Hammer class, the Olympus is the new δ COILGUNS
ζ
Weapons: 3x Thermal Lasers, 1x Coilguns, 2x Short-range Missiles
Defenses: 1x Chaff, 3x Lasers, 1x Intercepting Guns Heat 12 2 2
Attachés: 2x Transports
Ships 323
If Everest was designed to protect Earth, Valhalla was designed to make it invin- δ COILGUNS
cible. With double the onboard fighters and significantly more weapons, not to
mention by far the heaviest armor ever put on a spacecraft, Valhalla is virtual-
ε DOCKING BAYS
ly unbeatable. However, its excessive design caused massive budget overruns, ζ BERTHING ARM
and the class was canceled after just two were built: the Valhalla is stationed
in Earth orbit, and the Fólkvangr around Saturn, guarding the warp bridge. Heat 6 2
Following the cancellation of the class, construction resumes on the Everest
class to round out the defenses of the Solar System.
The Baltimore tug is designed to latch onto ships much larger than itself and δ DOCKING PORT
move them. ε
Defenses: 1x Intercepting Guns ζ
Heat 4 1
The basic space-to-space transport. Capable of ferrying small crews from ship δ DOCKING PORT
to ship, and landing on and taking off from small worlds with no atmosphere. ε
Defenses: 1x Chaff ζ
Heat 3 1
324 Ships
Defenses: 1x Chaff
ε BREACHING PORT
ζ
Heat 5 1
This fuel tanker often accompanies a flotilla with xenon fuel for fusion-ion δ AIRLOCK
The sister to the TX-01, the TX-02 capsule is aerodynamically designed and δ FUEL TANKS
ζ
Defenses: 1x Chaff
Heat 10 1
Ships 325
The Envoy is one of the most heavily armored ships, designed to safely escort δ PASSENGERS
A classic, reliable form of transportation, the Dragon is one of the longest-en- δ AIRLOCK
during capsules - designed for minor maneuvers around a single body and
entering its atmosphere, and not much else. Commonly used as a vehicle
ε
to cheaply ascend and descend to and from orbit, it is only replaced when ζ
fusion-powered SSTO vehicles edge out the cost of the reusable stages used to
launch the Dragon. Heat 5 1 1
326 Ships
This small, short-range civilian transport is mostly known for its speed and δ AIRLOCK
The Boost Pod is minimal vehicle designed largely for emergencies. While it δ DOCKING PORT
cannot enter an atmosphere, it can safely bring one person from one location
in space to another, and can safely land on the surface of a non-atmospheric
ε
world. ζ
Heat 3 1
The Escape Pod is an automated craft designed to take two people safely from δ DOCKING PORT
Ships 327
This mining vessel can be built to mine nearly any substance–mining water ice δ JUNARDM OR CARGO
for fuel is typical. Though a civilian ship design and not intended for combat
situations, Hephaestus miners often travel with flotillas that have chemi-
ε FUEL TANKS
cal engines, allowing the flotilla to be refueled in situ with materials mined by ζ AIRLOCK
the Hephaestus. Though designed to accomodate a Junardm, most Hephaes-
tus ships do not need one or have one. To maintain the ship’s balance on ships Heat 30 2 4
without it, it is replaced with either a mass simulator or additional cargo space.
Defenses: 2x Lasers
An unarmed cargo vessel. Without even basic defenses to fend off enemies, δ FUEL TANKS
the Hauler is not designed for hostile space—when it does find its way to such
space, it tends to have a target painted on it for every pirate in the system.
ε AIRLOCK
ζ
Heat 3 1
This mid-bulk transport ship has considerably less carrying capacity than some δ FUEL TANKS
cargo haulers, but its versatility makes it a favored ship design for independent
crews. It carries passengers and cargo alike, has two detachable shuttles, and
ε DOCKING BAY
328 Ships
The Amuro class transport is the first bridge-capable vessel priced within the δ PASSENGERS/CARGO
reach of most private citizens. Its release was nearly canceled when the Orion
War cut off supplies of Junardms, but was instead released in small quantities.
ε FUEL TANKS
The design was so popular that when the Orion War concluded and Junardms ζ AIRLOCK
were again readily available, the production line was restarted in mass
numbers, and Amuros began flooding the bridge network. Heat 8 1
Weapons: 1x Thermal Lasers
Defenses: 2x Lasers
The Corvette is a single-stage shuttle useful for reaching orbit and returning on δ AIRLOCK
an Earth-sized planet. It is designed for relatively short trips, and is not useful
for interplanetary missions.
ε
ζ
Heat 16 2
The first colonial transport, the Raptor is one of the massive scale transport δ FUEL TANKS
systems used in the early stages of colonization. Its design was ambitious
and resilient, capable of using methylox fuel mined in situ on Mars and other
ε DOCKING PORT
worlds. Its atmospheric flight profile was unique, entering laterally to bleed off ζ AIRLOCK
velocity before turning rear-first to come in for a propulsive landing. Its role is
eventually replaced by a constellation of other vessels which were better suited Heat 8 1 2
to the tranfer and refueling station dense solar system that the Raptor itself
helped to birth.
Ships 329
The Starbus is a passenger transport in the form of a fully reusable spaceplane. δ CARGO
ζ
Heat 18 2
The first passenger starliner is launched just a few years before the Orion δ FUEL TANKS
War breaks out. Its large, slow, efficient fusion-ion engine allows it to run
continuously, providing half Earth gravity for the entirety of its trip, and
ε AIRLOCKS
preventing passengers from getting spacesick. This makes it perfect for new ζ
space travelers, making space travel more accessible.
Heat 4 1
This starliner is larger than the Majestic, but more importantly, it has the ability δ CARGO
to transit warp bridges, becoming humanity’s first interstellar tourism vehicle. ε FUEL TANKS
Heat 4 1
330 Ships
This massive starliner design runs laps through the solar system for picturesque δ FUEL TANKS
views of the home planets. Unlike the other starliners, the Grace uses a combi-
nation of thrust and spin to produce gravity in eight passenger sections.
ε DOCKING BAY
ζ AIRLOCKS
Defenses: 1x Intercepting Guns
Attachés: 2x Corvettes for tours Heat 6 1
The Crab is designed to efficiently explore new systems. The central feature to δ AIRLOCKS
aiding this goal is the ship’s set of 8 extending aluminum arms, which telescope
to huge sizes (varying from 5–20 kilometers per leg), allowing meaningful
ε
parallax imaging and gravitation wave detection. These tools together allow
the Crab to map out entire star systems with ease, and the network of
ζ
Beholders it can deploy means that a single Crab can coordinate detailed
longterm observations of an entire system. The Crab has high-efficiency, Heat 10 2 4
low-thrust engines designed to create thrust gravity on demand. Crab vessels
are instrumental in the charting of the Redland-connected star systems.
CREW SKEL 200 FULL 500 PSG 500 TTL 1000 1 1 γ DOCKING PORTS
The Chrysalis colony ship is constructed on Mars in the early 22nd century as a δ AIRLOCKS
means of expanding mankind beyond the solar system. The vessel is designed
to be disassembled upon arrival at the destination and turned into raw materi-
ε
als for the colony. It contains rudimentary drilling and construction equipment,
and plenty of labs and incubators for growing crops. Typically, the Junardm used
ζ
in its transit as well as one of the two attached Raptors is only rented, and after
the establishment of the colony, are returned through the warp bridge. The other Heat 4 4 1 3
attached Raptor is used for space travel and orbital operations by the colony.
Most of the ship’s systems are designed for a one-way trip. Attempting to use
the Chrysalis longer than this will incur a +1 GR.
Attachés: 2x Raptors
Ships 331
The basic military workhorse of the Bactaran military. The Motetuk is known δ COUNTERMEASURES
carrier craft. When attached to a carrier, it’s expected that the crew will spend ζ
a lot of time (including eating and sleeping) in the fighter, and the carrier’s
facilities can be very minimal as a result. Heat 4 2 2
Weapons: 2x Thermal Lasers, 2x Coilguns, 1x Short-range Missiles
Defenses: 2x Intercepting Guns
Motetuk
VESTA
332 Ships
This carrier is a staple of the Bactaran fleet, even after its technology is entirely δ JUNARDM
obsolete. Thanks to the life-supporting design of the Motetuk fighter and Daronor
transport, its primary payload vessels, the Datura can be very minimalistic. It has
ε COUNTERMEASURES
fuel and ammunition to restock and resupply its fighters, but very little habitable ζ DOCKING PORTS
volume, and light crew. A revision of this carrier model, introduced in 2082, carries
16 Palutuk fighters instead of the Motetuks, and the more efficient engines of the Heat 10 1
Palutuks allows it to reserve more fusion-ion engine fuel for itself. This extra fuel
capacity grants the Datura Mark II model a total of 90k∆v.
This frigate is designed to carry out all large transport and small defense missions. δ JUNARDM
Heat 18 1
Ships 333
The massive Kodrayduk vessels guard the Bactarans’ most sensitive and valuable δ COILGUNS
celestial systems. In particular, they are found patrolling the Bacto, Sirius, and
Mintaka systems in large numbers.
ε PLASMA GUNS
ζ DOCKING BAY
Weapons: 2x Thermal Lasers, 2x Coilguns, 12x Short-range Missiles, 2x Plasma Guns
Defenses: 12x Lasers, 12x Intercepting Guns Heat 5 1 6
The small, light vessel is a designed for long-range reconnaissance missions. δ JUNARDM
This vessel can gain bridge travel by attaching to a Junardm Nutar. ε COUNTERMEASURES
This large breacher craft is ideal for delivering large numbers of soldiers into an δ COUNTERMEASURES
334 Ships
This fighter, designed as a replacement for the Motetuk fighter, has drastical- δ COUNTERMEASURES
ly improved range, higher crew capacity, and generally higher longevity. The
upgraded fusion ion engine and lower weapon complement helps these goals.
ε DOCKING PORT
ζ
Weapons: 2x Thermal Lasers, 1x Coilguns, 1x Short-range Missiles
Defenses: 2x Lasers Heat 8 2
This short-range craft is designed to carry its crew and passengers from one δ DOCKING PORT
location to another, in the course of less than a day. It is smaller than a Kanes
module and can dock in its place, and so can dock nearly anywhere. Most
ε
Siracun stations have a few of these on hand to shuttle occupants between ζ
the station and passing vessels.
Heat 0 1
The craft, like the Motetuk fighter, is designed to fully house and support its δ DOCKING PORTS
Ships 335
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
Despite its longer range, broad capabilities including atmospheric flight, and δ JUNARDM
modernized technologies, this cargo vessel never really caught on in wide use
thanks to the simplicity of the Komoraytha tug along with the Kanes module
ε FUEL TANKS
for storage. It did have an unexpected success in another market: piracy. It is ζ DOCKING BAY
trivial to add weapons to the Rinemol, its speed and range make it capable of a
wide variety of missions, and its heat sequestration gives it a talent for short term Heat 12 1 2
stealth. This vessel can gain bridge travel by attaching to a Junardm Nutar.
This powerful, but aging tug vessel was designed decades ago to push δ BERTHING ARM
around cargo containers and mined materials. Its design was brought out
of retirement without much update to support the Solar System mining
ε
operations. It is optimized for pushing Kanes modules, which it can attach ζ
in groups for simultaneous tug operations.
Heat 22 – 2 6
Defenses: 2x Lasers
This space station design, consisting of a three-dimensional cross with Kanes δ DOCKING BAY
(largely asteroid-borne minerals, especially iron, nickel, carbon, and silicon) ζ AIRLOCKS
and versatile, with some 96 interchangeable modules that can hold habitable
living volume, fuel, raw ore, supplies, and more. Heat 2 – 2 4
Defenses: 2x Lasers, 2x Intercepting Guns, 2x Magnetics
Ships 337
This shuttle is designed for long duration, independent, non-combat missions. δ DOCKING PORT
Defenses: 2x Lasers
ε
ζ
Heat 10 2 1
This shuttle is designed for short missions, usually just a hop to or from orbit to δ DOCKING PORT
rendezvous with a larger craft or a station. This vessel can gain bridge travel by
attaching to a Junardm Nutar.
ε
ζ
Defenses: 2x Lasers
Heat 6 2 2
This all purpose optionally pressurized storage module is most often a part of δ
another ship, such as the Serana miner or the Sorakun station. If the module is
separate from the parent vessel, use the given stats.
ε
ζ
Heat 0 2
kanes
338 Ships
Ships 339
The standard Voran shuttle is highly capable, able to travel to and land on δ AIRLOCK
most planets, and thanks to its fusion drive and high fuel capacity, able to
execute long-range flights efficiently. They are frequently sold to Humans and
ε
Bactarans thanks to these attributes. They are almost entirely defenseless. ζ
Weapons: 1x Coilguns Heat 14 2
Defenses: 1x Chaff
This heavy Voran shuttle is designed to protect valuable cargo or people δ COILGUNS
The standard Voran fighter is designed to evade enemy fighter rather than δ FUEL TANKS
absorb it; its TR is among the highest available in any combat ship. ε DOCKING PORT
340 Ships
This breacher is extraordinarily maneuverable, and capable of piercing almost δ BREACHING PORT
The Hub is a collection of many other vessels, including Queens. The configura- δ FUEL TANKS
tions often include an even mixture of Queens and more purpose-built vessels,
but different kinds of missions may include different balances. In fact, many
ε DOCKING BAY
Hubs are not used for military purposes at all– they happen to be the safest ζ BERTHING ARM
way to transport Queens, and they can serve as a traveling home base for
small communities. Heat 8 1 2
Weapons: 2x Coilguns
Defenses: 4x Chaff
Attachés: 20x Queens, size C1-C5; 5x Yellow Blaze fighters; 5x Minimal Claw shuttles
Ships 341
The basic Voran frigate is one of the most capable multipurpose vessels in the δ PLASMA GUNS
ζ AIRLOCK
Weapons: 2x Coilguns, 2x Short-range Missiles, 2x Plasma Guns
Defenses: 2x Lasers, 4x Intercepting Guns, 2x Shields Heat 12 1 4
Attachés: 2x Minimal Claw shuttles; 2x Yellow Blaze fighters
This nimble cruiser is called in to many situations outside of the Varhanna δ THERMAL LASERS
system where something larger is called for than the Life Wind. It’s the default
heavy combat vessel for the Voran Tactical Corps.
ε JUNARDM
ζ DOCKING BAY
Weapons: 4x Thermal Lasers, 4x Coilguns, 2x Short-range Missiles, 1x Plasma Guns,
1x Antiparticle Beams Heat 28 1 4
Defenses: 2x Intercepting Guns, 3x Shields
Attachés: 2x Minimal Claw shuttles; 4x Yellow Blaze fighters
Dozens of these formidable battleships protect the Varhanna system, serving as the δ THERMAL LASERS
patrolling guards carrying out missions away from the major population centers. ε FUEL TANKS
342 Ships
A handful of these weapons platforms defend various key areas in the δ THERMAL LASERS
Varhanna system (especially Voruna), and are a big part of why their
homeworld is thought to be so impregnable.
ε ANTIMATTER
ζ DOCKING BAY
Weapons: 4x Thermal Lasers, 4x Coilguns, 1x Short-range Missiles, 1x Plasma Guns,
2x Antiparticle Beams Heat 40 4 1 2
Defenses: 4x Lasers, 4x Intercepting Guns, 2x Magnetics, 4x Shields
This high end consular ship provides high security and levels of protection δ PLASMA GUNS
while offering a luxurious ride for its occupants. It is designed for ranking
members of the various Corps to travel safely, and rarely travels unescorted.
ε JUNARDM
ζ DOCKING BAY
Weapons: 2x Thermal Lasers, 4x Coilguns, 2x Short-range Missiles, 2x Plasma Guns
Defenses: 2x Lasers, 4x Intercepting Guns, 2x Shields Heat 20 1 4
Attachés: 1x Minimal Claw shuttle; 2x Yellow Blaze fighters; 3x Queens
Ships 343
Guigu ships 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
Defenses: 2x Magnetics
Defenses: 2x Magnetics
Attachés: 4x Kukuinu
Ships 345
The Guigu space program takes a turn towards combat after the Symtraya learn that δ DOCKING PORT
the previous Tahmnium vessels included as their engine core harvested Symtraya
body parts. The Dushuinium class is designed to defend Tahmokunium miners
ε
from increasingly numerous and aggressive Symtraya, and as such, it is specifical- ζ
ly designed to be good at killing Symtraya. Once combat is over, the Dushuinium’s
secondary purpose is revealed; grappling harpoons pull the Symtraya’s corpse close Heat 5 1
so that its proshu can be harvested, allowing the Guigu to build more ships.
Weapons: 2x Coilguns
Defenses: 2x Magnetics
As more and more of the Guigu economy’s activity takes place in space, more δ
ships start being built there and designed to spend their entire existence
in orbit. The Ehikainu is the general purpose orbit-only transport vessel,
ε
and following the establishment of relations with human crews, becomes ζ
the primary vessel by which the Guigu contact other species—thanks to its
improved ability to navigate just outside Kennesawu’s dangerous magnetic Heat 6 1
field, it can meet with other vessels there.
Defenses: 2x Magnetics
In service of the growing space economy, the Gumaki stations are built as δ AIRLOCKS
346 Ships
The stealth fighter is perfect for infiltrating and delivering a critical strike, or an δ DOCKING PORT
agent, via the breaching connector. (Note that while the ship and the agent may be
stealthy, the act of breaching itself is anything but. A common strategy is to mask it by
ε AIRLOCK
Ships 347
When one breaching agent is insufficient, send many. This craft can deliver δ DOCKING PORT
The main defensive capital ship for the first few years of the Charter, the Gray δ ANTIMATTER
ζ
Weapons: 2x Coilguns, 2x Short-range Missiles, 1x Antiparticle Beams
Defenses: 2x Chaff, 2x Lasers Heat 12 1
Attachés: 1x Blue Wind shuttle 1x Red Fire fighter
an afterthought. ε
Weapons: 2x Thermal Lasers, 1x Coilguns, +x Antiparticle Beams ζ
Defenses: 2x Lasers, 2x Intercepting Guns
Heat 15 2
348 Ships
Taking over as standard capital ship among the UC fleet upon its completion, δ MISSILE LAUNCHERS
this battleship is one of the most formidable ships ever built. ε AIRLOCKS
Weapons: 2x Thermal Lasers, 2x Coilguns, 2x Short-range Missiles, 1x Plasma Guns, ζ PLASMA GUN
2x Antiparticle Beams
Defenses: 2x Intercepting Guns Heat 15 1
Though capable of bridge travel, in practice most Running River battlecruis- δ COILGUNS
ers stay within the Parella system most of the time, with the exception of a few
major excursions to Kepler-22 around the start of the Artifact War.
ε DOCKING BAY
ζ AIRLOCKS
Weapons: 1x Thermal Lasers, 2x Coilguns, 4x Short-range Missiles, 1x Plasma Guns,
2x Antiparticle Beams Heat 20 1 2
Defenses: 2x Intercepting Guns
This recon vessel contains many sensors, and is easily modifiable to add new δ AIRLOCK
sensors for specific situations. The crew typically consists entirely of pilots and
sensor operators.
ε
ζ
Defenses: 2x Chaff
Heat 10 2
Ships 349
The construction of this line was delayed for years (it was originally scheduled δ THERMAL LASERS
to debut alongside the Gray Rock, which links integrally with it). Though it has
a standard complement of vessels, the small craft may be replaced by other
ε PILOT/CREW
similarly sized vessels; some captains replace some with vessels built by ζ PLASMA GUNS
a single-species government as opposed to the UC, for example, to eliminate
the Glitch Risk associated with the UC’s patchwork technology. (The two Gray Heat 5 1 2
Rock frigates are an exception to this, as that class was specifically designed to
attach to the Great Ocean’s hull.)
A simple, reliable passenger transport, usually traveling between the station δ JUNARDM
and the various UC vessels surrounding it. While military usage takes priori-
ty, they are frequently used to ferry civilians, as well—after the UC becomes
ε CARGO
indepedent, these are rented out to help fund the organization. ζ DOCKING PORT
350 Ships
Parella Station, 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
C1 2 Cargo mt 6 β PASSENGERS
Introduced in the heyday of electric and automated vehicles, the Ford Firewater was δ TIRES
marketed and sold specifically for the customers who loved gas powered vehicles
(especially Human-driven ones, as most cars by this point were self-driving), and for
ε
a time was quite successful at it. It was eventually discontinued when this marketing ζ
strategy was no longer viable, but its lack of autopilot made it a popular choice among
the gangs and resistance during the Bactaran occupation, as the Bactaran-controlled
government was unable to remotely disable the vehicles. Outlawing the sale of gasoline
made these harder and harder to operate over the course of the occupation, however.
C3 4 Cargo mt 3 β PASSENGERS
This utility van is useful for many operations, in part because its heavy-du- δ
ty nature makes protecting the occupants effortless during hot pursuits. It has
plenty of space for teammates, drones, weapons, and anything else you may
ε
need to carry. ζ
352 Ships
Ships 353
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
NON-COMBAT MILITARY
Envoy ESF 20m Consular Ship 1800 80 D5 5 F 150 3 2085 2115 326
CIVILIAN
Starbase GSP 50m Station 80k 620 D18 1 I 10 0.25 2065 326
Lampyridae GSP 500k Cargo Ship 400 9 +1 C10 1 F 100 8 M 1 1 2090 328
354 Ships
CIVILIAN
Rinimor BSC 350k Cargo Ship 1500 8 +1 D4 1 F 120 8 M 2 1 2045 2085 337
Voran
Physical Engine A Engine B Built
Name Make Cost Type Mass Crew GR Page
(metric tons)
BOD Armor T kΔV TR T kΔV TR First Last
GENERAL
Minimal Claw VS N/A Shuttle 8 C5 1 F 120 6 M 4 1 340
Guarded Hand VS N/A Shuttle 8 C7 2 F 90 4 M 2 1 340
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
Unification Charter
Physical Engine A Engine B Built
Name Make Cost Type Mass Crew GR Page
(metric tons)
BOD Armor T kΔV TR T kΔV TR First Last
GENERAL
Blue Wind UC N/A Shuttle 8 +1 C5 1 F 40 10 M 3 1 2110 347
Red Fire UC N/A Fighter 2 +1 C6 3 F 60 12 M 3 1 2110 347
356 Ships
MILITARY
Ships 357
358 Ships
Ships 359
A
to everyone who has helped make A particular special thanks to the high-level backers
this project possible. that made this project possible! The following people
backed this project at a higher level and deserve special
Thanks to the many people off whom I’ve bounced ideas recognition.
and thoughts over the years. In particular, thanks to those
Zain Day, who created the Xander Alan Day character
who contributed their time, experience, and expertise to
(p. 144, 164)
the creation of the system, especially Keith Culbertson on
other tabletop games & melee weapons, Ivy Justice & Josh Jim Nothnagel, who created the Team Architect sample
Poole on firearms and military, and Neev Granite on history character (p. 204)
and mythology. Thanks to Andrew Grossman for helping
Bob & Pam Nothnagel
with business logistics to help this project stay viable, and
for being absurdly supportive throughout the project. And Andrew Grossman
thanks to Amanda Morante Wolin, who has been incredibly
Shaun D. Burton
patient throughout the graphic design process.
Tutmosis
Thanks to Catalyst Game Labs, who deserve the credit for
getting me involved with tabletop gaming in a big way, and Eric Moyer
Shadowrun, which served as inspiration for the fundamen- David Csobay
tal pieces of the game system.
Charles Skogley
Thanks to all my playtesters, too numerous to list but
too vital not to mention. And a special thanks to the Michael Richardson
crowdfunding backers who believed in this project! Kaelie Fuller
360 Acknowledgements
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
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
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
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
HOMEWORLD:
MODS BASE
RAC
E RAC
E
MO
BORN: AGE: PRESENT:
SE DS
BA
S BA
OD S
M
E
OFFICER BANK XP
RA
CE
CE
RA
BOD
WIL TOTAL NAT EARNED
MO
SE
INTERESTS:
BA
DS
GRV TMP
AG
T
IN
MODS
BASE
LANGUAGES
REA
PER
R AC E
RACE
DIALECT
BASE
MODS
A
CH
RAD ATM
DS
BAS
MO
BEA
E
MAN
LANGUAGE
CE
RA
RA
CE
M
E
S OD
BA S
DS BA
CULTURE:
MO SE
E RAC
RAC E
BASE MODS
FAMILY
INCOME PRICE
NOTES
WORLD
SKILLS
PRIMARY SKILL
QUALITIES NOTES XP
ARMOR:
VALUE: ENVIRONMENTAL:
CORE:
CPU NET STO SEC LKD
UI:
MODS:
Ships 365
Version 0.39 0723.18
Ricc Willettq (order #23179779)
SOCIAL BANK
FEATURED CONTACTS GENERIC CONTACTS
NAME: SKILLS: QUALITIES: NAME SKILL QUALITY
BOND:
FAVOR:
BOND:
FAVOR:
SUBCULTURES
SUBCULTURES REP REACH QUALITIES USES
RENT:
QUALITIES:
UPGRADE
TYPE RTG DSRP NOTES
366 Acknowledgements
Version 0.39 0723.18
Ricc Willettq (order #23179779)